Hey all,
Some of you might know that Roland and me are working on a Myst like game.
And, I must say, Roland is a very nice person to work with, is a great programmer, and we also share some hobbies like guitarplaying and art. We have a good chemistry going on between the two of us, which is very important when working as/in a team.
Myst, Riven, Schizm are probably one of the most popular puzzle/adventure games made.
And, we plan on making something simular, but at the same time, differe
I had this thought today about Leadwerks and its origination, and the company that wrote the language the original Leadwerks was developed in (BlitzMax, Blitz Research Limited) and how Leadwerks and Blitz Research limited started in similar places, took unique approaches yet have similar goals in their products, being cross platform compatibility.
Blitz Research Ltd developed Blitz3D, which was one of the first languages/libraries to have a well working standardized set of 3D commands. Later
As a game developer and programmer one of the most frustrating things can be choosing a game engine or graphics library.
It seems this day and age there's a library of options but non of them seem to fit the bill. What am I looking for when I assess a graphics library/game engine?
Compatibility - I want my product to be as usable as possible and reach as large of an audience as possible. I want to see my game on PC, PS3, XBOX, PSVita, Android and iOS.
Flexibility - If you're lucky en
Physics works great with scaled entities:
For joints in the new engine, I am considering something fairly radical. In Leadwerks Engine 2, joints were just a class that wasn't an extension of the entity class. I was going to make a new Joint class that extends the Entity class. The problem is you would end up inserting a ton of intermediary joint entities into your model hierarchy, which would hurt the editor's ability to reload models on the fly.
What if joints were just a feature
This is just so cool. You can generate simple primitives for any entity. A convenient "Fit Shape" button will wrap the primitive around the entity, with an option to include the entity's children. However, the real power comes when you generate physics shapes from models. You can right-click on any model and get a menu to generate a physics shape. The polygon mesh and convex hull will look familiar if you've used the PhyGen tool in Leadwerks Engine 2. There's also a new option called "Conv
AI is always a fun programming topic, and it's even more fun when you're mixing a physics-based character controller with dynamic navmesh pathfinding.
We planned on using navmesh pathfinding from the very start of the design of the new engine. Because it was integrated from the very beginning our implementation works really nicely. Pathfinding is completely automatic and dynamic. There are no commands you need to call to make it work. When part of the scene changes, the navigation data f
The Leadwerks team will be hosting our first Google Hangout on Sunday, July 1, at 17:00 GMT (that's 10:00 AM in California). We'll spend 30 minutes talking about all the cool things happening in the community, and answer your questions about our upcoming new game engine.
Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
Fast & Furious 6 is a racing game based around the action movie of the Fast & Furious 6. The gameplay is somewhat differs from previous Fast and Furious games but it's still fun to play, especially if you like the movie.
Step into the world of Fast & Furious 6 and Join the Fast & Furious crew as they prepare to take on a series of jobs in an all new heist mode. Earn cash and the respect of the “Fastest” drivers as you drift and drag through the London street racing scene and
Star Wars Battlefront is an upcoming new action game based on the Star Wars franchise. The third major release in the Star Wars is Battlefront series. It is developed by EA DICE and will be published by Electronic Arts. It is scheduled for release in North America on 17 November, 2015 and in the United Kingdom on 20 November, 2015 for PlayStation 4, Xbox One and Microsoft Windows. There are many online games available like online blackjack, online racing etc. Battlefront will be also available o
The built-in level design tools in Leadwerks3D are great for quickly sketching out a game level. Most of this remains unchanged from the design of 3D World Studio, with a few extras like smooth groups and new primitive types:
When a point entity object type is selected in the side panel, the object creation widget changes to a simple cross hair:
The selection box with tabs that CSG brushes use are great for quickly moving, scaling, rotating, and shearing brushes, but they aren't tha
One of our design principles for Leadwerks3D is to make development fast. You need to be able to iterate and re-iterate quickly, to try out ideas and make adjustments in as few of mouse clicks as possible. A real-time properties editor is definitely one way to enable that. In the screenshot below, I can adjust the intensity and color of the light dynamically, and see the results instantly. It feels so responsive and natural.
I feel like this design philosophy gets us back to our roots wi
I don't have a clear and obvious subject for this blog, but I haven't posted in a while, so I wanted to write something. I've been getting in a lot of hours of development. My schedule on most days is wake up around 7, answer emails or test code on my Mac at home, then head over to the office at 10. Chris usually comes in right around then (we aren't too strict on schedules) and usually hangs around until around 6. I leave anywhere from 6-9 (and totally miss the rush hour traffic), go home,
Hello guys. This time, here is small utility, nothing spectacular, just smal library what will let you manage available screen size your GPU support, easy. You can also use it in main menu where you will setup all available resolutions and browse trough list, or automatically detect maximum resolution upon start and set screen, etc. So here are commands.
So, first we need to initialize library.
Global SCREEN_SIZE:TScreenSize
SCREEN_SIZE = TScreenSize.Create(bitDepth:Int=32)
bitDepth
The last week I have been working hard to add all the missing UI elements and widgets that were previously missing in H.A.A.R.P. Before I was testing everything with just buttons and check boxes but I couldn't really go on without testing on more types of elements to ensure everything was working in the right way. Therefore, over the past few days, in my time after work, I've been madly re-coding the UI elements that I have previously made to be compatible with Data Driven Design and more specif
Here's an example of how setting a debug hook in Leadwerks3D from a BlitzMax program saved me a lot of time stepping through code to figure out where something went wrong. When the engine encounters a fatal error, the hook is called, giving control back to the main program.
I can even step through the BlitzMax debugger and see which call to Leadwerks3D produced the error:
And it works with all supported languages. Little things like this make programming with Leadwerks3D very enjoy
The properties editor in Leadwerks3D is a live dialog. Your changes are shown instantly in the editor. If multiple objects are selected and their properties do not have the same values, the property interface will show an "indeterminate" state until the value is changed:
When an indeterminate value is changed, the new value is applied to all selected objects. Since they now have a matching value, it is now shown in the dialog. You can use this to move objects along a single axis, witho
There are two things I've been working on since my last blog:
HAARP Sound Manager (For UI Sound only atm) &
HAARP Switchboard
The HAARP Sound Manager is not very much different to what you would expect from most games sound manager layers except for the fact that once again it is completely data driven. All data on sounds are stored in the database. Each UI element holds an ID of a sound to play at certain times for example:
Button Element:
1. Hover Sound
2. Click Sound