Today I am working out the file system for Android applications. In the past we just manually copied all our assets to a "/Leadwerks" folder on the device itself. This approach is okay for testing, but it won't work for distributing apps in the Google Play store.
Android uses APK files to store all applications in. An APK file is really just a ZIP file, and all your assets go in a /res/raw directory in the ZIP package.
To access the Android file system from C++, we had to take the fol
Here's my list, as it stands today:
Lua Interpreter project for iOS and Android (iOS is done, Aria is working on Android)
Improve flowgraph visual style (will finish today, probably)
Documentation (Chris is filling out the syntax, then I will go in and write descriptions)
Brush rendering batches (to make editor rendering faster)
Brush collapse on load (in engine only)
Undo system
Since you guys are my boss, in a way, I wanted to report to you what I spent the last few days doing.
Early on in the development of Leadwerks 3, I had to figure out a way to handle the management of assets that are shared across many objects. Materials, textures, shaders, and a few other things can be used by many different objects, but they consume resources, so its important for the engine to clean them up when they are no longer needed.
I decided to implement an "Asset" and "AssetRe
I figured I would finally write up an update. The plan was to juggle between my main project, which has been in development for three years now, and this Leadwerks project I had started. The idea was simply for the fun and experimentation of game development and programming. Which is great, was going great, as Leadwerks automatically gives that overall creative freedom; designing/programming everything from the ground up if you so desire. That is after all one of the reasons we all love LE.
I am in the middle of implementing a tweener in lua. However this tweener needs millisecond accuracy and lua doesn't have the mojo cross platform to do this. So I braved a little c++, which is way out of my comfort zone.
#include <boost/chrono/chrono.hpp>
#include <boost/chrono/chrono_io.hpp>
#include <boost/chrono/process_cpu_clocks.hpp>
#include <boost/chrono/thread_clock.hpp>
#include <boost/chrono/ceil.hpp>
#include <boost/chrono/floor.hpp>
#inclu
I am going to share my tips on how to be a great programmer, or anything else for that matter.
The first thing you need to do every day is eat properly. I recommend the following:
Breakfast
2 pieces of toast (whole wheat bread, the heavier the better).
One banana or orange.
Finally, eat pure egg whites until you can't eat anything more. They have no cholesterol, no fat, they are pure protein, and they will give you tons of energy.
Lunch
Get a deli sandwich. Chicken, tur
Leadwerks 3 is a new game engine purpose-built for mobile. By building the entire platform on pure native code, Leadwerks aims to bring a new level of performance and flexibility to 3D mobile games.
After two years of development, the team is now beginning a closed beta test. Select members of the community will provide feedback and testing so that final bug fixes and refinements can be made.
You can sign up to our mailing list for up to date information as we finish up development o
::::BE WARNED THIS IS A LONG ONE::::
Path finding is a technique used in many games that allows an object to find its way around obstructions to get from one point to another. There are a lot of miss understandings regarding this technique and many treat it as a mystery that is best left for the more experienced programmers. However, the big scary word 'AI' is not nearly as scary or complex as some may think. My entire path finding system only contains 4 classes, 1 struct and about 450 lines
Hello everyone,
Why make the lives of artists/animators difficult, while it can be sooo much easier? Well, that's a question I can't answer. But...I can answer this...there IS an easy way to animate 3D characters, AND get them inside your game(s)!
A few months ago, I bought the Reallusion iCLone Animation Pipeline package, and since then, I haven't regreted it for one moment. Although, I must admit, at first I was rather skeptical and not convinced whether or not to buy the program, but I'
Up until this point everything has been one big question mark. Will I finish my game? Will I run into project breaking road blocks? Will I have the resources? Am I crazy to think that I can actually do this? ...
All of these question weigh heavily on my mind at all times and I'm sure a lot on other individual (Yes screw the word indie) developers minds as well. The road is so long and the light at the end of the tunnel is just so far away. It can be very dis-heartening sometimes especially w
It's November 1, and this is the longest summer I can remember in a while. Jokes about the seasons aside, last week I had trouble deciding what to do first, so I decided to attack the remaining tasks I was most scared of. This has been my strategy throughout the entire process, and it results in my work becoming progressively easier as we near the finish line.
I finished one big task today that was holding us back. We need a file system watcher for Mac computers to detect changes to the f
Today I learned a pretty basic but very usefull programming principle. It is about declaring multiple initialisers in a for loop. I am working with a mobile application and speed and memory are more of an issue than on computer right now. My application is finished when you look at its functionality and construction, but it has to be optimized.
Here is a narrowed down example of what I am doing:
for(int i = 0; i < veryLongArray.length(); i++)
{
DoSomething(i);
}
This is very b
Much like many jobs, in programming there are tasks that you enjoy working on and then there are the tasks that lack joy and glory but are quite necessary. I recently began moving our project from visual studio 2008 to visual studio 2010 and well I can firmly state that this task fell into the latter category.
After receiving this job, my first step was to jump right into it and use the VS 2008 to 2010 converter wizard. Everything seemed to move smoothly but being a programming pessimist, I
So inexplicably, two days ago animation stopped working on all my Mac machines. I checked out the graphics module, looked in the surface class, the animation routine, and couldn't fine anything wrong. The same code ran fine on Windows, and all the animation is on the CPU, anyways, so it couldn't be a graphics issue.
I noticed if I explicitly set the frame number instead of using the time as the frame, it worked fine. So I start printing out the frame number in the animation routine. The
I've been doing a lot to create the final Leadwerks projects to build static libraries, and the corresponding Visual Studio, Xcode, and Eclipse projects to load those libraries and start coding with Leadwerks 3 in C++. We're also making progress with our sample game "Darkness Awaits". The community came up with an awesome logo for the game that captures the spirit and feel of the original concept, which first formed as a mod for the original Quake engine. I uploaded gamecreator's Photoshop fi
I've been following Eric's progress with this idea since last spring, and it's really great to see what started as a fuzzy concept turn into reality.
http://www.youtube.com/watch?v=pK_yjZpOs6w
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It's quite a challenge to get something semi-deployable to work on four platforms. I never intended to become an expert on the subject, but here are some of the interesting things I have picked up recently.
Code generation mode in Visual Studio
By default, Visual Studio builds programs in debug mode that won't run on consumer's machines. Fix it by changing the code generation mode:
http://www.leadwerks...grams-cant-run/
Static Libraries in Xcode
Xcode has no "exclude from build" opt
I've got the editor and Lua interpreter communicating on OSX, but am having trouble creating a window...some weird Objective C problem. I've got to go get my local Xcode expert.
Today I had some time and made the end of the arms and legs.Thats it for now, only some final corrections follows ( and the normal map of course ).
The next step is to rig the character and animate him
Here are some pics from the LE Editor:
Well today I saw tousands of Bodypaint 3D tutorials from Cinema4D and made the texture fpr the hands with the photos of my own.
I think it is okey for now , some parts aren't as good as they should , like the thumb, because the UV map is very bad at this area.
It costs me 3 hours of work to make that whith the bottom and top view of my own hands.The normalmap should optimize all that stuff.
Instancing is great! It improves performance drastically and it's almost like getting 100 pizza's for the same price as 1. However, there is one instance (excuse the pun) in which instancing is not ideal and that is when you want to have the same mesh to have different materials applied. Basically the problem occurs when you apply a material to one mesh in a set of instanced meshes all of those instanced meshes change material.
In my Level construction set I have multiple pre-fabricated piec