Jump to content

Next Steps



I've got the basic GI algorithm working but it needs a lot of work to be correct. I tend to do very well when the exact outcome is well-defined, but I am not as good at dealing with open-ended "artistic" programming. I may end up outsourcing the details of the GI shader to someone else, but the underlying data management is solid enough that I am not scared of it anymore.

There's a lot of aspects of the design I'm not scared of anymore. We worked out smart pointers (including Lua integration), physically-based rendering, and most importantly the crazy ideas I had for the super efficient architecture work really well.

At this point I think I am going to put the GI on hold, since I could play around with that endlessly, and focus on getting a new build out to the beta subscribers. We're going to just use a single skybox for ambient and specular reflections right now, and when it's ready GI and environment probes will provide that. 

After that I think I will focus on the physics and navigation systems, exposing the entire API to Lua, and getting some of the outsourced work started. There's a few things I plan to farm out:

  • Visual Studio Code Lua debugger
  • GI details
  • Weather system
  • Water and clouds systems

Everything else is pretty well under my control. This started out as an idea for an impossible design, but everything has fallen into place pretty neatly.

  • Like 5


Recommended Comments

  • Weather system +++
  • Water and clouds systems  +++
  • Road builder system ? It 's a must in an infinite world ;)

So yes it's a challenge to build weather system in LE4.5 but just as good as waiting for LE5 ?!

I wonder how long will be LE4 in course after LE5 comes out....Just like nobody still use LE3 what ?

Share this comment

Link to comment

Yes, roads too. That comes with the terrain system, which I still have a lot of questions about.

Leadwerks 4.6 or 4.7 will probably be the last 4.x version.

  • Sad 1

Share this comment

Link to comment
1 hour ago, Rick said:

Any plans for the networking side of things?

I think that is pretty much done and ready to roll out.

  • Like 1

Share this comment

Link to comment
40 minutes ago, Josh said:

I think that is pretty much done and ready to roll out.

I don't recall, were these commands exposed to Lua?

Share this comment

Link to comment
36 minutes ago, Rick said:

I don't recall, were these commands exposed to Lua?

I honestly don’t remember. Documentation has not been written, and the beta branch was rolled back so we can do a small update next week

  • Like 1

Share this comment

Link to comment

I have a random question: will Turbo continue to incorporate libraries/tools Leadwerks has now?  I'm thinking specifically Steam SDK but also libcurl, GameAnalytics and anything else currently in Leadwerks.  Is there anything that might be cut?

Share this comment

Link to comment
4 minutes ago, gamecreator said:

I have a random question: will Turbo continue to incorporate libraries/tools Leadwerks has now?  I'm thinking specifically Steam SDK but also libcurl, GameAnalytics and anything else currently in Leadwerks.  Is there anything that might be cut?

All of that will be included. No need to remove any of those.

  • Like 3

Share this comment

Link to comment

After that I think I will focus on the physics and navigation systems, exposing the entire API to Lua...

With Turbo and its extreme lightning cowabunga speed capabilities :D, do you plan to have dynamic navmesh generation to be an available feature like shown in the early LE3 dev videos? 


  • Like 1

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.

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 reepblue in reepblue's Blog 5
      There has been some discussion regarding on how to set collision shapes for your models. For 95% of models, you should be building shapes with the Model Viewer as described here. In some cases, the model artist might want a custom shape to be made. In this post, I'll be going over how I import models into Leadwerks, and building custom shapes.
      A few notes first. I use Blender; Blender 2.79b to be exact. I haven't get got the hang of 2.80 and until the new engine's art pipeline is fully online, I don't see a use for it. Leadwerks 4 uses Blinn-Phong rendering so the PBR stuff makes no sense for Leadwerks 4. So for this, I'll be posting screenshots from 2.79b. I should also mentioned that a feature I use in my process isn't present in the Linux build of the editor, which is the collapse tool. (Tools->Collapse). Doing the collapsing via a terminal will cause the models to crash the editor. This seems to be a known bug, as you don't see that feature in the Linux editor.
      Lets say you created a tube model such as this one and you want the player and objects to go into the tube:

      If you tried to make a shape doing the Concave settings, not only it'll be really slow to generate, but the results will not be good. We could make a shape based on the wire frame, but this is a high poly model. What we need to do is make a new mesh, import both models  to the editor, collapse them both, build the shapes for both, and delete the low poly model while making the high poly read the low poly's generated shape.
      First to get it out of the way, apply the scale and rotation of the model. This will make Y forward and the scale will be (1,1,1) when you import it into Leadwerks.

      Next we need a low poly model.

      This is the same proportions as our high poly. Apply the scale and rotation as the same as the high poly. I also set the max draw time to solid, but this is optional.

      Next, name your High poly and the low poly you're going to be using for the shape appropriately.

      Now lets, export each object as a FBX. For this my high poly is going out as tube.fbx, and my low poly shape is going out as tubeshape.fbx. Here are my export settings:

      If you saved the files in a Leadwerks project while the editor was opened, the editor would have auto convert the files to the .mdl file format. Open the high poly model (tube.fbx) and first collapse it and give it any shape. (Give it a box shape to save time.) you need to assign a shape to the high poly so the mdl file is linked to a phys file. Do the same with the low poly, but you're gonna set the shape as poly mesh.

      Close the model viewer, and then go into the directory where the models are placed. We are now going to delete the box shape of our high poly, and trick it into loading the low poly shape by renaming the shape file of the low poly to be what the previous shape of the high poly was. In other words, we are making tubeshape.phy into tube.phy.


      Notice the time stamp and the size of tubeshape.phy from before being the same as tube.phy in the after screen cap. This should be your end result.

      Notice that the shape isn't sold but now a tube. Objects can go into the tube with no issues. Now, there is another way that uses limb names to generate physics automatically. However, there are a lot of issues I came across using this method such as the shape not being parented to the model when the model moved via physics or a joint. With this way, you have a custom shape, the model is optimized because it doesn't have any children nodes, and everything is clean and tidy!

    • By 💎Yue💎 in Dev Log 5
      The prototype is finished, and the mechanics of the game can be given way.  It has established a desert terrain in the form of dunes, this implies that there are no cannons or anything similar, because Leadwerks does not allow a terrain to cast shadows on that same terrain and this looks visually rare.
      So the terrain is like low-slope dunes. On the other hand, I think the texture of the terrain is already the definitive one, with the possibility of changes and suggestions on the part of those involved in this project.
      On the other hand we have taken the model of a habitat of the nasa, which certainly looks very nice. 
      The next steps, are to establish the starting point of the player, this must start near the capsule return to Mars somewhere on the map of 2024 x 2.
      And think about the first thing you should do, repair your suit? Seek a shelter? things like that.  

    • By 💎Yue💎 in The shock absorbers 2
      It's interesting that when you become an expert on something, you're not sparing any effort to see how something works, but rather you're focusing on creating something. And so everything becomes easier.
      At this point of learning there is a glimpse of a low idea of creating a game, but the secret of all this is to keep it simple and to be very clear that a game is a game, and not an exact simulation of the real world. For example anyone who has a low idea of the red planet, will understand no matter the colors of the scene that is a terrain of Mars, even if it is not very real what is transmitted, a game, that's just it.
      At this point I already have an astronaut character who runs from one place to another on a very large 4096 x 4046 terrain that would surely take a long walk. My previous prototype projects involve a vehicle, but I didn't get the best implementation prospect in that time and I always found performance problems in my machine, something that isn't happening with the character controller for a third person player. 
      As always, I think I'm a scavenger looking for game resources, that's where this community exposes links to websites with interesting hd textures, and one or another model searched on the net, but what I've greatly improved is learning to write code, I have a better workflow, writing Lua code focused on the paradigm of object programming.

      Something interesting is the system of putting rocks, all very nice from the point of implementing them. And it works very well with the character controller if you put collision in cube form.
      I've been thinking about implementing a car system, I think it would be necessary in such a large terrain, but I think it's not the time, my previous experience, involves deterioration in performance and something I think is the physics of the car with respect to the terrain and rocks that in the previous project involve deterioration in the fps. Although if you implement a car would have an option would be to remove the rocks, but I prefer not to have a car and if you have rocks. 
  • Create New...