Ambient NPC Population

Ambient NPC Population, a continuation of an idea ...

CryENGINE 3 SDK

A Free CryENGINE SDK for everyone in August 2011? ...

Adventures In Textures

Seeing just how low you can go with the poly count by offsetting a lack of geometry with normal mapping and hand painted textures ...

UDK - Hawken

Indie development at its best ...

Unreal Engine 3 - Environments Features Overview

Gorgeous tech demo trailer showcasing the features of Unreal Engine 3 and its free counterpart, the Unreal Development Kit ...

Thursday, 31 December 2009

S.T.A.L.K.E.R.: Shadow of Chernobyl

Josh (the CEO of Leadwerks) reported Christmas eve that There was a crazy sale on Steam and if you hadn't played STALKER, you could get it for $10.. well I had replaced my damaged copy only two days before that via steam .. and had cost me a whopping £1.39 ($2.22).. well if the $10 (£6.99) was still too steep a price for you, get over to steam now as its now only £2.00 ($3.24).. http://store.steampo...d.com/app/4500/



Ignore the date on this entry it was posted today (Jan 3rd 2010) but the Blog date system only goes up to 2009 for me there must be a switch around here somewhere ..
 
EDIT: Too late, price now back to full (£13.99 or $22.70)

Happy New Year!!

Nothing much to report at the moment, still tinkering with some ideas, but thought I would take this opportunity to wish everyone, a happy, safe and rewarding new year.

Happy New Year Everyone!!

Tuesday, 29 December 2009

Terrain Holes Test in Blitzmax

I was informed yesterday that the terrain hole functionality was working in Blitzmax, so I did a quick half hour test. This is a feature I find very attractive for level design. The ground cover (small bushes and ferns) is just place holder art, and all the foliage was just "slapped" in for effect. The concept is a simple, hole in the ground which gives access to (eventually) a large underground modular bunker system. A simple hole cover/access/room model was knocked up in 5 mins in 3DWS. The terrain is something I have been working on and have yet to finish.



Sunday, 29 November 2009

Almost a week now .....

Well, its been almost a week since the release of 2.3 and although I have been working away at it there is still so much new functionality I have not had a chance to fully explore yet. I decided the best approach would be to go back to basics, so to speak. Investigate how the new lua scripting and other features would cross over to C++ and Framewerk, this is still on going for me, and I am mixing that aspect in with getting to grips with the new functions in the editor. All in all I am impressed.

The only real problem I have at the moment is do I continue learning C++, I have after all only been coding in it for about two months, or change to Bmax or just concentrate on scripting. I am trying to decide which would be best for the new functionality of 2.3

For me this is key and the basic building block for any venture, especially an actual game. I am looking forward to the tutorials on lua and how it can be used. I do think we have entered a very exciting time with LE, and patience is still needed.

As I always say " Grant me patience lord .... but hurry up!! "

Monday, 23 November 2009

5 Hours !!!!

5 Hours ago I started "playing" with the road feature in the new editor .. 5 hours ago !!! no, not because there is a problem its just been way so much fun. if you recall the video Josh did of this function, let me say its way more fun driving than being the passenger, but that aside this feature is simply great, and will suit a project I have in mind down to a tee. Took a while to figure out a few things I was doing wrong but the end results have been exactly what I was after. Top marks for this, I think I will need a few more days off to try out all the other features, oddly I feel a bout of flu coming on

Leadwerks Editor 2.3 for those Monday blues

Well that was a nice surprise, having resigned myself to the fact that even though it was the 23rd today, the time difference between myself and Pacific time meant I would have to wait until 8pm tonight to upgrade to 2.3

But on awaking I found Josh had already sent the emails for upgrading .. Having today off means I can now spend it in its entirity "playing" ..

Leadwerks Editor 2.3, New forum, Blogs, gallery, file storage, customizable profiles, videos...

Who needs Christmas?

Friday, 20 November 2009

Leadwerks Engine 2.3

Well it is finally here, pre orders are being taken and due for release Monday, 23rd Nov. (23rd? 2.3?)...






Thursday, 19 November 2009

Textures

I recently asked one of my nieces who is currently doing media and photography courses at college to keep an eye open for some "Gnarly Wood" textures. She emailed with a few images she had remembered to take. I spent an hour or two playing with them and quickly knocked up a place holder model in 3DWS to try out the two textures I had made from the images:





I then placed the model in an island scene I had built to test post processing effects using an application I have written in C++ using Leadwerks Engine 2.28, I was quite pleased with the result.




Whilst my texturing skills still need development (as with everything else), I found it a very interesting exercise.

Wednesday, 11 November 2009

Scene Patrol v1.00

Test of an application written in C++ using Leadwerks Engine for testing scenes created in Leadwerks Sandbox.

Monday, 9 November 2009

Unreal Development Kit (UDK) Launched.

Epic have released a free development kit powered by the award winning Unreal Engine 3.

The Unreal Development Kit, UDK, has all the features of the Unreal Engine 3. Experience the power and potential of  the Unreal Engine 3 for yourself.

Check it out at http://www.udk.com/

Watch the video to wet your appetite.


Friday, 6 November 2009

Veggie Shadow Test

With the recent update (2.28) I decided to test out the ability now to have vegetation layers cast shadows, it certainly adds a great deal of depth.

Wednesday, 14 October 2009

Test of concepts in Leadwerks Engine using C++

This is basically a test of concepts in Leadwerks Engine using C++ after a few weeks of using it (and even less time coding in C++). Using mainly information learned from the online tutorials and help from the community on the Leadwerks forum.

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