Jump to content

JohnBobSmith

Members
  • Content Count

    16
  • Joined

  • Last visited

Community Reputation

2 Neutral

About JohnBobSmith

  • Rank
    Member
  • Birthday September 21

Profile Information

  • Gender
    Male
  • Location
    Canada
  • Interests
    Making computer games, digital art and design, programming, and using Linux.
  1. I would say I have a moderate ammount of experience with C++. I'm learning new things and techniques as I go. I will probably build something thats fairly good in SDL before moving on to OpenGL. I need to learn more C++ I think, having read some OpenGL stuff. That said, I consider myself to be somewhere between beginner and intermediate. Not completely new, but by no means an expert. For now, I want to get a taste of whats in store for the future, if that makes sense. This OpenGL game engine project is something I plan on doing over the course of a year or more, after I learn more SD
  2. I don't plan on making the next Triple-A game with this engine. This is more a learning experience. Let me clear up a few things based on your post... -By "game engine" I mean something like Ogre3D or, say Source (one of my faveorite engines). Think of it as like a car, and the car engine. The "game engine" in my case will do things like rendering, collision detection, input, sound, scripting, etc. -I do agree that using an already existing physics engine would be good. I'm not trying to re-invent the wheel here, but rather learn how stuff is done under the hood. -For the IDE, I guess i
  3. Hello all. So like, I've tried Leadwerks. And I find it... interesting. My biggest setbacks is lack of good, high quality learning material (and I have searched hard for it). Maybe I'm looking in all the wrong places, I'm not sure. Another setback, for me at least, is that it crashes constantly on my system. And because I'm using Linux Mint, I cant report bugs. So my solution is this: Write my own game engine. I'm by no means an expert at software development, nor have I ever gone to school to learn software development. I'm an enthusiast/hobbyist programmer. I would like to adventure into
  4. Okay, sounds good. I have it working now, so topic solved.
  5. Hello everyone. Thanks for all the help getting going thus far. I have a dream, that I want to turn into reality. The dream is that I want a career in game development. While I'm still in senior high school now, I am taking a digital media class, and have been doing artwork for more than a year now. That said, my goal for right now is to make a game for the Linux OS using Leadwerks. To turn this goal into reality, I would like to join a team. I have good social skills, can work well with others, and I have a decent ammount of technical experience. My technical experience is outline
  6. For now, just a simple, scif-fi crate. I suck at UV mapping royally... Meaning there are probably way to many seams on this model. Its still a WIP, but otherwise I like the hexagonal texture. https://www.dropbox.com/s/jg6szwdjvmtx7iv/future_crate.png?dl=0 Texture taken from cgtextures.com, modified by me.
  7. Okay, so I'm encountering a slightly different problem now. I can export my model just fine, but when I load it in leadwerks it has no texture. To fix this, I go to the exported material, give it a diffuse shader and my .tex texture, and then save the material and save the model in leadwerks and then it shows up correctly. Any ideas as to why the material, upon export, doesnt have a shader or the image already present? Its a bit of an anoyance, but I was able to correct it myself. Now to not suck so much at UV mapping...
  8. Thats odd, as the blender exporter for Leadwerks has ".mdl, .tex" in its name. Let me try importing the texture file, and post back if it works. Still perplexed about the missing render menu though...
  9. Hello again. I am trying to export my model, but it needs a .tex file. I read online that I need to bake a texture for it to work, but my bake menu is non existent, and heres a pic: https://www.dropbox.com/s/5d7qxqroxm26csv/blender_render_menu_missing.png?dl=0 So my questions are: 1) Why is there no bake menu? Every tutorial on the web has this bake menu. 2) How to create .tex files from blender? I'm using blender 2.69 with cycles render, will upgrade soon if needed. All help appreciated!
  10. Hm, alright. Now to figure out why I can run through a stock barrel (it appears to have no collision)... I will google that now.
  11. Thanks guys it works now. Though building a navmesh with some terrain takes FOREVER with default settings. Is this normal?
  12. Doh! How could I miss something that obvious. Oh well, I will look there now.
  13. Where can I find the command reference? Also, it seems strange that the default monster does not have this feature built in. Whats a navmesh and how do I make one? Again, sorry for sounding stupid. I will google around and post back my answers here if I find any. Thanks for the help!
  14. Hello all. As I am experimenting with Leadwerks, I have come across a strange issue. My monster runs on the spot, and wont chase the player. I am using all the default scripts and assets. Heres what I have done: -Drag the player prefab into the 3D viewport -Drag the monster prefab into the 3D viewport -Drag the player prefab from the scene view to the target slot of the monster's monsterAI.lua script. -Run the game -Monster runs on spot and doesnt attack the player unless I am really close and even then I need to shoot the monster to initiate the attack... I'm probably missing some
  15. re: question 1: I can upgrade to blender 2.70. Then I will try using the exporter and go from there re: question 2: Thats a shame really. Why can't one resize the GUI elements in Linux inside the editor? Is there a good reason for this? Its not a huge deal, but a setback nevertheless. Other than not being able to resize the editor elements, I'm looking forward to making games in Leadwerks!
×
×
  • Create New...