Jump to content

Dev Blog

Josh

1,459 views

Documentation is being organized into a built-in help browser. Documentation simply falls into two categories, "Tutorials" and "Commands". Tutorials are laid out in a linear sequence of lessons divided into subchapters. "Commands" displays the command reference, which remains pretty much the same as it is now, with the exception of additional function syntax declarations for Lua. Search and index will be added, but right now I want to focus on content.

 

The sequence of tutorials is meant to start with zero knowledge of game development or programming, and teach everything you need to know, in the best possible order. It will start with editor usage, move on to simple gameplay without programming, then cover Lua scripting in depth, to the point where you never need to look at the Lua website, and finally end with several simple game examples. This design may change a bit before it's final, as I am not the person in charge of this.

 

blogentry-1-0-16428000-1425655438_thumb.jpg

 

Research on code completion in the script editor is being conducted. I'm also getting the legal stuff set up for contracted work..

 

As for me, I am focusing on the following items right now:

  • AMD pure virtual function call. (Not really that can be done except keep hitting F5.)
  • Intel FBO error when toggling reflective water on and off.
  • Nvidia FBO performance reduction in latest driver.
  • Model editor rendering glitch in Linux.
  • Scene panel not rendering correctly in Linux with AMD cards.
  • Carving.

 

These are all slow-going items, many of which require coordination with third parties. I decided to do carving before vegetation painting because it is a simpler feature that doesn't require as much testing, whereas vegetation painting is the kind of thing that tends to lead to more feature requests.



9 Comments


Recommended Comments

The docs looks great for new comers.

 

I hope these points will be covered :

- Collision types and custom types ,setting collision types, what collisions interact with others

- Pick() collision and about that you must use a collision box model as child of bones for characters ; because Pick() don't work well with the Cylinder of the character physics.

- Different way to create collision shapes (directly in The model with "collision" name, using invisible CSG, using the HitBox model, importing a Physhape.

 

 

Why not adding a video tutorial section ? poiting to the bets video tutorials.

Share this comment


Link to comment

I think what we're going to do is embed videos in the tutorials.

 

The whole idea is one linear list of everything you need to know with super simple organization of the content.

Share this comment


Link to comment

Really nice. I know the Command Reference right there in the editor (And not directing to the Leadwerks site) will be helpful to new and current users. I do hope you guys have a system to keep those Tutorials and Commands up to date with each update.

 

I hope the Carving feature will not be like Hammer's and will actually be helpful than ignored. Is the Vertex manipulation feature going to get shipped with it, or is it coming a tad later after the Carve feature? It's something that I'm personally looking forward to the most. :)

 

Keep up the great work, Every update to LE makes it better and more fun and interesting to use!

Share this comment


Link to comment

Here's what I got done:

So today I:

  • Emailed AMD about the next driver release.
  • Fixed small script problem that allowed firing too soon during weapon reloading.
  • Collated my important industry contacts.
  • Attempted to find contact person at Nvidia, but failed, so I contacted them through their "Gameworks" contact page.
  • Created example for Intel and filed bug report.
  • Spent some time investigating Linux model editor render bug, no luck.

Share this comment


Link to comment

Josh, please add a keyboard shortcut for carving otherwise it will slow down the process quite a bit.

Share this comment


Link to comment

How about c++ tutorials?

Can existing 3rd party tutorials be made more easy to find?

Otherwise very good news.Thanks.

Share this comment


Link to comment

I am not linking to third party tutorials because I don't know what the content is.

Share this comment


Link to comment

Josh, please add a keyboard shortcut for carving otherwise it will slow down the process quite a bit.

 

A lot of things in the editor need keyboard shortcuts imo.

Share this comment


Link to comment

 

A lot of things in the editor need keyboard shortcuts imo.

 

I would love the ability to assign keyboard shortcuts to any command I like in the editor. I use a Logitech G13 and it is awesome for working in GIMP and Blender.

Share this comment


Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By Josh in Josh's Dev Blog 0
      I'm back from I/ITSEC. This conference is basically like the military's version of GDC. VR applications built with Leadwerks took up about half of Northrop Grumman's booth. There were many interesting discussions about new technology and I received a very warm reception. I feel very positive about our new technology going forward.

      I am currently reworking the text field widget script to work with our persistent 2D objects. This is long and boring but needs to be done. Not much else to say right now.
    • By Josh in Josh's Dev Blog 4
      Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling:

      And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%:

      The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality.
      function widget:Draw(x,y,width,height) local scale = self.gui:GetScale() self.primitives[1].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) self.primitives[2].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) --Tabs local n local tabpos = 0 for n = 1, #self.items do local tw = self:TabWidth(n) * scale if n * 3 > #self.primitives - 2 then self:AddRect(iVec2(tabpos,0), iVec2(tw, self.tabsize.y * scale), self.bordercolor, false, self.itemcornerradius * scale) self:AddRect(iVec2(tabpos+1,1), iVec2(tw, self.tabsize.y * scale) - iVec2(2 * scale,-1 * scale), self.backgroundcolor, false, self.itemcornerradius * scale) self:AddTextRect(self.items[n].text, iVec2(tabpos,0), iVec2(tw, self.tabsize.y*scale), self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end if self:SelectedItem() == n then self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos, 0) self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) + iVec2(0,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 2].color = self.selectedtabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,-1) self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,0) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,0) else self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) self.primitives[2 + (n - 1) * 3 + 2].color = self.tabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,2) if n == self.hovereditem then self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor else self.primitives[2 + (n - 1) * 3 + 3].color = self.textcolor end self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 3) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,2) end self.primitives[2 + (n - 1) * 3 + 3].text = self.items[n].text tabpos = tabpos + tw - 2 end end  
    • By 💎Yue💎 in Dev Log 5
      The prototype of a four-wheeled vehicle is completed, where the third person player can get on and off the vehicle by pressing the E key.  To move the vehicle either forward or backward, is done with the keys W, and the key S, to brake with the space key.  And the principle is the same as when driving the character, a third person camera goes behind the car orbiting 360 degrees.

      I don't think the vehicle is that bad, but I'm absolutely sure it can be improved.  The idea is that this explorer works with batteries, which eventually run out during the night when there is no sunlight.
      Translated with www.DeepL.com/Translator
       
      Mechanics of the game.
      I'm going to focus on the mechanics of the game, establish starting point (Landing area), after the orbiter accident on Mars where all your companions died, now, to survive, you will have to repair your suit, oxygen runs out, good luck.  This involves replacing the oxygen condenser that is failing and the suit is stuck.

      On the ground and performance.
      The rocks, the terrain and the vehicle kill the SPF, but there is a solution, and everything is related to the chassis of the vehicle. That is to say that if I put a simple collision bucket for the vehicle, the yield recovers, something that does not happen if I put a collider of precise calculation for the car. This has the advantage of better performance but is not very accurate, especially when the car crashes with an object in front, because the horn of the car has no collision. And the solution to this, is to put a sliding joint, as was done with the area in which the player climbs the car and descends from it.


       
      On the rocks, I am trying to make them with the slightest polygons and the most distant from each other. 
      Obviously on Mars I can not create canyons, high mountains, is because the terrain does not produce shadows on itself, that's why the terrain tries to be as flat as possible, simulating a desert with dunes. 

      That's all for now.
       
×
×
  • Create New...