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 ...

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 format and all the weapons for this exercise. I will eventually convert them all but I hand "prune" the bones of the rig and that takes longer than I want to spend at any one time on this side project. The FSM is still very basic but the first goal was to derive a current Animation state with each of those states having sub-FSM's to dictate the current behaviour based on the previous state and internal and external inputs. The framework is in place for the animation state which is derived by performing Boolean logic on returned values and strings from the Dark AI runtime and some stubs are in place nested inside for some basic behavioural sub-FSM's. First though I want to able to set up the scene and then place all the Dark AI objects, NPC's, Paths and Zones directly in the editor and then use the load routines to set all that up in an automagic way inside the application. The collisional objects were easy and are done with some simple tick box flagging functionality added to their property scripts. The NPC's a little more in depth , due mainly to the large amount of usable settings! lol. But I wanted to be able to place the model and then assign it some basic attributes to be read on load, this included what weapon to attach.







So that was the basic NPC property script setup (wasn't that painful anyway). So using the test scene from Leadwerks 2.5x + DarkBasic's Dark AI [Part 2], and placing a few enemies and some friendly's to look after the player, this is the result of the current stage reached in the integration.





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 my head just to test the FSM functionality, it will need those tweaking, thats for sure.





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 I did start out a few years back with DarkBasic. So I wondered (as you do), could it be utilised in LE2.5? Having never used Dark AI (which came in a bundle, that I have never used either, but it was a bargain lol) I knew that R.T.F.M. would be in order. If it relied solely on DBobjects and inherent DarkBasic functionality then probably not. I spent half an hour looking through the commands, and an hour later had it working in an LE context. So to answer the question, it seems you can.




Its all a work in progress, and probably will remain that way as its certainly nowhere near the solution that EKI One is, but as an exercise it wasn't a bad use of a few hours. I will post a demo in the Leadwerks forum showcase later for those interested.

EDIT : Demo posted here : DAILE DEMO


Share

Twitter Delicious Facebook Digg Stumbleupon Favorites