Last week I identified one issue relating to UserEntityData introduced with the last engine update which prevents consistent update of Enity data due to some change in the hierarchy and no documentation on what was changed.
So I'm faced with having to re-factor (meaning to changing code but same behaviour) core sensor code. It's the sort of thing that is utterly frustrating and makes one want to throw everything out of the window. It's not as if there aren't enough things to do.
There's
I implemented direct WAV file loading, and will add OGG as well. The MP3 file format has licensing issues, and we are not going to support it. However, if you use a third-party MP3 converter, the editor will detect whatever converters you add and use them (see more below). We're using OpenAL for sound, but have a more in-depth implementation than in the past. Sound source management is important because you only get so many sound channels on most cards, and this is handled automatically, bas
We can use Apache as frontend HTTP server running on port 80, and Domino on port 81, so that users can access both Apache and Domino pages via port 80 only.This is done via the Apache Rewrite Engine, but until now it caused one nasty problem: When doing a submit on a Domino page, then Domino would add the port 81 to the URL, and the user could not access that page, if only port 80 was opened to the internet.I found a solution how to overcome this Domino's problem, by adding Apache Reverse Proxy
Some pics of the day.
Battlezoneesque - eerie (debug stuff)
Shadow puppet time.
Planning terminals awaiting attention
This is how I start every day
Source
People are not only doing games with Leadwerks. A good number of users also do architectural visualizations with it. This is what I also did in 2011 mostly at Pure3d Visualizations. Leadwerks supports me to present real-time experience to my clients with a stand-alone and let them play themselfs with models, placement and enhance decision-making processes with my help. I got a bit derailed by new solutions like Lumion3D which offers good movie-making but lack of other stuff game-engines support
US Army released video showcasing the new Block III Apache in a virtual training environment.
The video covers in a nutshell...
Weight reduction
Improved software upgrade pipeline
Increased engine power 701-D engines and improved drive system
Better digital battlefield intergration
UAV commanding
IFR certified instruments
Reliability and servicing improvements
RFI range triangulation
Maritime classification
Awesome new logo
Further reading
As I was implementing the collision commands for Leadwerks3D, I noticed a few things that illustrate the differences between the design philosophies of Leadwerks Engine and Leadwerks3D.
You'll easily recognize the new collision commands, although they have been named in a more verbose but logical manner:
void ClearCollisionResponses();
void SetCollisionResponse(const int& collisiontype0, const int& collisiontype1, const int& response);
int GetCollisionResponse(const int& c
Happy Halloween! The free Justine add-on for Amnesia: The Dark Descent is available. Just don't get too scared! B)
Leave a comment telling us how you are celebrating Halloween this year.
Leadwerks Engine 2.5 has been updated with a few small fixes and added commands.
-Added GetModelLODEntity(), CountModelLODEntities().
-Added vegetation index in pick structure.
-Improved vegetation terrain coloring.
-Fixed terrain color map.
You can download the update by running the Leadwerks Engine sync tool.
While Dave is away hopefully keeping his head above water (all those Bear Grylls survival videos should come in handy) I've got not much else to do except worry and get on with my to-do list.
C-SCOPE was something I remember saying wouldn't make it but turned out to be a freebie since everything was available to simply drop it in.
[C-SCP] button on the FCR page overlays FCR target symbols on TADS video and HMD. Makes finding those hard to see vehicles a piece of cake.
C-
The Leadwerks.com server started acting up earlier today, and I had no idea why. Database errors were occurring, and I had not made any changes to the site. I called our server site in Chicago. First they restored the full site from a backup from 2 A.M. yesterday morning. The matter was still not solved, though. A couple hours later, they determined that an automatic CPanel upgrade had caused PHP extensions to be loaded multiple times. This was fixed, and now we are back to normal. If you
Dave who is the artist on Combat-Helo is currently in the process of evacuating his home in Thailand as the floods in Bangkok have made living difficult. With no fresh drinking water for days, no supplies in the shops and place of work closed, services breaking down it's time to jump ship.
Blue indicates server flooding (clearly) Red=flood defence
BBC carries the story here
Dave's last act before evacuating was uploading the latest Chinook work to our server alas there was
Yes Panic.
When you're rushing to get a reasonable build ready for hammering out problems I'm finding I'm making all new problems. Going over the HMD code I realise how badly it needs rebuilding, there are existing elements that need updating, a few new ones that require adding. There's no way to rebuild the HUD in time.
Another problem. LUA in the Apache entity. Works in the first instance, but fails in subsequent entity spawns resulting in the inability to mount the aircraft. It's an i
Not a Combat-Helo post. I'm engaged in a spot of design and research but was looking for some old material online and found I had left a digital trail pre-dating commercial internet use.
28 Years ago I drew this. I was in high school. Shocking really. I used Z80 machine code to generate the 'impressive' sound and visual effects in this game. *wince*
A lifetime of programming and tinkering, stacks of hard drives of unpublished projects ranging from Spanish school time-tab
AD has started some great work on the armaments of the CH47 that will form the first major DLC pack for the full release of Combat-Helo. Each door position will offer a fun interactive activity, usually in the form of throwing out obscene amounts of virtual lead.
For more pictures please see:
ADs SimHQ CH-47 blog update thread
Mini-gun, I don't get the mini part though.
Source
[NTS] Left Upper button. Next To Shoot is the ubiquitous video game cycle through targets. Or TAB target if you play MMOs.
I've touched upon how radar works in this blog entry from August - Radar - A Discussion
The Apache can automatically selecting priority targets based on some sort of criteria. This short blog post touches on how I've elected to do this. Again if you're familiar with the 1996 classic, Janes Longbow 2 there's nothing unfamiliar here.
The TSD (tactical situation di
Starting to feel the pressure now. Both the financial and stress factors are weighing in. Doesn't stop me working but it's hard to switch off. On the business side there's a ton of things on the to-do list, it all eats time taken from production.
Spooky, ok so the lip light isn't actually on his mic.
If it was you wouldn't see this.
Boeing sent me a poster back in 2002, this is a homage to that.
This time with the rear seat.
Taking out bad guys without damaging the good guys is a challen
Quadtree software has released the 3.1 update to Grome.
Grome is a fantastic terrain editor I've been playing with for future enhancements and rolling out a larger terrain systems in the future. If you play flying games and RPGs on consoles chances are you've probably already seen a Grome edited terrain. It's used by nearly every major player in the simulation industry. Incorporating a plug-in system, OpenSceneGraph and now new improved Unity integration.
What's new in 3.1
Leadwerks Engine 2 is single-threaded. The engine performs one task at a time. The engine updates physics, then performs some other tasks, then renders the scene, waiting until each task if finished before moving onto the next one:
I have experience programming threads in BlitzMax, and it works pretty much the same way in C++. Leadwerks3D is taking full advantage of threads and multicore CPUs, splitting off any expensive tasks that can be run on separate threads.
Multithread program
Here's a look at what I've been working on. The games I'm interested in making will resemble World of Warcraft, Dark Age of Camelot, and Warhammer Online, so the look and feel will mimic those as much as possible.
I've been working out the programming kinks. Had a 20 minute headache the other day when I suddenly realized that I was mixing up radians and degrees.
The animations look pretty good. I don't know that the video clip does them justice. I will probably revisit them later on
It has been a while. I have been very busy and unfortunately that means I have not been modeling much. Not as much as I would like. I still with about one or two hours a week have about 20 to 30 models 70 percent done. I know, I for some reason have a problem with getting bored and moving on to another model. If I want to go any where with this stuff I will have to kick this in the butt soon. The models that I have made was a nice learning process since I have modeled for a while, I have never r
Remember the spinny radar thingy in Longbow 2? Scan sectors sizes and off-axis settings for the Longbow FCR (Fire Control Radar)? No?
If you look at the heading tape of the screen-shot you'll see in the heading tape the "butt-cheeks" (two Ds back to back) on a heading of 225, off axis by 45 degrees. This indicates the direction the radar is pointing, as the FCR display is 'always up' in GTM mode. This can be a little disorientating and the radar footprint is mirrored on the TSD, this paints