Ambient NPC Population

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

Friday, 10 August 2012

Leadwerks 2.5x + DarkBasic's Dark AI [Part 3]

I thought I'd spend a little more time on this integration, using the laptop whilst watching the Olympics. The next phase was to automate the routines for NPC update and compacting the code routines. Ultimately, the idea is that after the scene is loaded, it will be parsed and flagged Dark AI objects, NPC's, Paths and Zones will be set up automatically via information taken from the relative lua scripts. Paths and Zones will be later, collision objects are done, so I was working on how to go about NPC's using this method. As some may have noticed I am using the FPSC Model Pack 53 characters. I converted about 5 or 6 characters to Leadwerks...

Tuesday, 7 August 2012

Leadwerks 2.5x + DarkBasic's Dark AI [Part 2]

After the first hour and a half I spent on this little exercise, I followed it up with another couple of hours. The basic integration now has an animation FSM. All still pretty crude and basic but a template to build on at some later date. The NPC's Entity script controls the models animation routines and gun attachment, the c++ application interfaces with the Dark AI library, and then uses messaging to communicate with the NPC Entity via lua script. Again this was just more experimentation and practice for me using c++ to build up techniques that will be beneficial later. Special thanks to Pixel Perfect for pointing out the error in my ways with regard to text strings in c++. Anyway this is the result, I just threw in some values for speed and animation blending off the top of...

Thursday, 2 August 2012

Leadwerks 2.5x + DarkBasic's Dark AI = DAILE?

I am currently working with EKI One, working through its format and structure, getting to grips with the lua behavioural scripting side and trying to brush up on my c++ skills, actually brushing up on my c++ skills is an overstatement as I don't actually have any to brush up! .. lol, I have also been going through my Blitzmax code and trying to compile all the game mechanic functions and methods into a single .mod, trying to keep things tidy. Whilst going through my crap drive, I mean, my well organised storage drive, I found some DarkBasic/DarkGDK stuff, which included the Dark AI library. I have never really used DarkGDK, although...

Monday, 6 February 2012

Meet The Flockers.

Well, it should be more like meet the Swarmers, but you can't have as much fun with the word Swarm as you can with the word Flock. My first port of call was to do some quick research, not a good idea on a Sunday morning after a "busy" Saturday night, lets just say even plain English was reading like Egyptian Hieroglyphics ... I found a large variety of examples on the Net, but nothing in a programming language I use or with Sunday morning syndrome could be bothered to wade through. Most, and probably all the examples I came across, were 2D, and not what I wanted. I opted for the same route I took when writing my Lua A* Scripts, just to work...

UDK Custom Weapon Tutorial.

Ok, the boys over at Magic Stone Studios have just released a UDK Custom Weapon Tutorial. The tutorial series covers modeling a weapon, rigging, animating, and ends with showing you how to program your custom weapon. The tutorial series is highly detailed with around fifteen hours of video. I have run through this myself and it is excellent, so a big hats off to them. The tutorial is free and includes art source files and UDK packages, but for only a small donation, which I took advantage of and recommend, you get the High Resolution Skeletal Meshes, High Resolution Textures/Particles, Sound Effects, Asset Source Files and Source Code. So...

Thursday, 19 January 2012

Revamping A Modular Asset Idea.

I have dabbled with modular construction for 3D scenes, my last efforts where for a sci-fi based corridor which was essentially to test out some texturing methods with heavy use of bump mapping. From Blog Entry Scale to the Chief From Blog Entry Bumping ..... Adventures in Textures Now, I have recently built a new Development PC so most of my development code and "stuff" is on storage drives that I am currently going through. Whilst doing this I came across some of my very first modelling and texture tests. From Blog Entry Textures  Kind of makes me shudder although I don't think I have improved that much with time, but it got...

Wednesday, 18 January 2012

UDK - Water with Flow Map

This is a rather impressive technique to control the direction and movement of water in UDK via shaders. This has been done by Phill Johnson, who also kindly wrote a tutorial about how to implement this in UDK, along with a downloadable example map. It uses a 2d vector field and vertex colouring. Respect to Phill Johnson and I look forward to more UDK "watery works" from h...

Wednesday, 4 January 2012

Quick 3rd Person View Character Test.

  Ok, its been a while since the last post, took me a while to regain access to my blog after Blogger was taken over, seems Google had some issues in the "not so smooth change over". Anyhow happy new year. This was a quick test of a character I purchased from a relatively new 3D asset company, 3dFoin, currently they are having a new year 40% off sale so I though I'd check out one of their character models. I have recently built a new PC so most of my development code and "stuff" is on storage drives that I still need to go through, so I quickly coded a script for "her" and a 3rd person collision cam rig off the top of my head to try "her"...

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