Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    7
  • comment
    1
  • views
    1094

Project: QLMesh 2.0

QLMesh with support for LDraw models

Sign in to follow this  
piecuch.p

593 views

I am preparing a new version of QLMesh with LDraw models support. Except the size of the models library I had to embed into the executable, the conversion process is quite fast event for large models, as you see on attached pictures. Nice thing is, that I was able to integrate it nicely with Open Asset Library, so the final result is quite consistent.

ldr_promo1.jpg

ldr_promo2.jpg

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Jordan Winslow
      Royalty Free Music for Game Developers
      If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees."
      To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content.
      That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture.
      How to Download
      To begin, simply choose a category of music from the list on the website linked above:

      Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this:

      Click a song to listen to it, and click the down arrow to download the song, it's that easy!
      Licensing & Copyright Information
      If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic"
      If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form.
      Downloading Free Royalty Free Music for your YouTube creations has never been so easy!

      View full story
    • By Jordan Winslow
      Royalty Free Music for Game Developers
      If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees."
      To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content.
      That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture.
      How to Download
      To begin, simply choose a category of music from the list on the website linked above:

      Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this:

      Click a song to listen to it, and click the down arrow to download the song, it's that easy!
      Licensing & Copyright Information
      If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic"
      If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form.
      Downloading Free Royalty Free Music for your YouTube creations has never been so easy!
    • By Pedro Alves
      i have a problem i can make work the verificay if user existe our not
      i using nodejs ,express,mysql
      i put my link to project in github the code its to big
      https://github.com/Kammikazy/project
      find the soluction to my problem
       
       
       
       
    • By Pedro Alves
      Hello i try retrive data from a table cidades and show in my express with jade
       
      const express = require('express') const connection = require('../../Config/database') const controllerAdmin = require('../../controllers/Administration') const router = express.Router() //router.get('/Administration', controllerLogin.FindCidades) router.get('/Administration', (req, res) => res.render('Administration/index',{username:res.locals.user.username ,nome:res.locals.cidade.Nome,coordenas:res.locals.cidade.coordenadas,continente:res.locals.cidade.continente })) module.exports = app => app.use('/', router) const authenticateUser = async (connection, req, res) => { const user = await User.findUser(connection, req.body.username) if(!user){ return res.render('login/login',{error: true}) } if(!await bcrypt.compare(req.body.password, user.password)){ return res.render('login/login', {error: true}) } else{ // user.password = undefined req.session.user = user //const nivel = await User.findnivel(connection, req.body.username) if(user.nivel==1){ const cu = await Cidade.findcidade(connection, req.body.username) // req.session.user.nivel = nivel res.locals.user= user req.session.cidade= cu res.locals.cidade= req.session.cidade // console.log(1); console.log("rewr",cu); res.redirect('/Administration'); }else if(user.nivel==2){ // req.session.nivel = nivel console.log(2); // res.redirect('/Users') }else if(user.nivel==3){ // req.session.nivel = nivel console.log(3); // res.redirect('/Administration') }else if(user.nivel==4){ // req.session.nivel = nivel console.log(4); // res.redirect('/Administration') } else if(user.nivel==5){ // req.session.nivel = nivel console.log(5); // res.redirect('/Administration') } else { console.log("banned"); } } } const findcidade = (connection,username) => { return new Promise ((resolve, reject) => { connection.query(`SELECT cidade.cod_cidade, cidade.Nome,cidade.continente,cidade.coordenadas,cidade.ouro,cidade.madeira,cidade.metal,cidade.pedra,cidade.energia, cidade.comida,cidade.petrolio FROM user INNER JOIN cidade ON user.cod_user=cidade.cod_user WHERE user.username='${username}' `, (err, result) =>{ if(err){ reject(err) }else{ if(result.length>0){ resolve(result) } else{ resolve(false) } } }) }) } give this error what i doing wrong
      i want show  for example user maria have athenas and rome

    • By jb-dev
      As the gaming industry advances and evolves, new ideas can suddenly popup and change the way things goes in an instant.
      I've worked for 2 years in a Agile-centered startup. I've experienced first hand what agility can do to boost productivity and reduce development cost. It's a really simple and pleasant thing to work with agility, and maybe the gaming industry can benefit from it.
      The values
      Everybody that knows agility should be able to understand the core values of the Agile Manifesto.
      To put it simply, we should value:
      Individuals and interactions over process and tools;
      (i.e. work geographically close rather than remotely or value genuine conversations over Skype) Working software over comprehensive documentation;
      In our case, the game MUST be fun (or work correctly) before anything else Customer collaboration over contract negotiation;
      Basically, make the player more involved in the game's development Responding to change over following a plan.
      This is, of course, directly dependent of point 3 Also, keep in mind that it's mostly an hypothesis. As the manifesto states :
      Doing Agile vs. Being Agile
      During the past 2 years, our scrum master always warned us about the impostors, or the people that are "Doing Agility". Things like using a Kanban board or doing Daily Scrums wont make your team Agile. It's all about the values.
      These tools should be used to apply those values rather than using them just because it's a trend. 
      For exemple, some teams uses a Scrum backlog while locking it's content to everybody other that the project owner. This puts the project on rails, and can just be a waterfall process disguised as something agile.
      How can the gaming industry can benefit from it?
      As we keep seeing video games cost more and take a lot more time to develop, the customers grows more and more displeased: There are bugs-a-plenty on crucial mechanics, while relatively small and insignifiant functionalities are well polished and bug-free.
      Getting the game as fast as possible in the hands of beta players 
      The first thing to do is to involve the player as fast as possible in the game development's cycle. Doing that will significantly improve the player's sense of content and can make the game better. In the past, this kind of development wasn't practical, but, with the development of broadband, it's now possible.
      Early Access
      Nowadays, people talks about "Early Access". For those living under a rock, early access is a way of distributing a game in which the game itself isn't completed in a traditional sense. The customer then buys an somewhat incomplete game, of which many features will come later.
      This process is by far the best idea the industry never had.
      However, due to some mishandling of said practice, it's now regarded as a sing of cheapness and greed.
      If the ones doing it are agile impostors, then yes. There are times where games simply gets abandoned by their maintainer. These instances gives early access some bad name. 
      Early access should also be used in Agility in a form of customer collaboration. For example, one could ask a random early access player to participate in the planification of a sprint.
      If the team isn't confortable with the idea, then maybe a suggestion box can be plugged directly in the backlog...
      Prioritizing mechanics based on feedback
      Getting feedback form customers is an important thing in Agile Methodologies. The backlog can be prioritized based on player feedback and feature requests. 
      The same thing can be used on bugs. The more frequent it becomes, the more critical it becomes.
      Minimal efforts of development
      In most cases, the backlog should be prioritized based on business value rather that complexity. Being so, things that are developed first are important (or so the team thinks) to the game, while less important functions aren't implemented right away and have time to simmer down. Paired with early access, this becomes a quite powerful tool to test out hypothesis and experiment with mechanics.
      Due to the iterative process of some methodologies, functionalities are minimal and doesn't require a whole lot of effort to develop: after all, we have no idea if a mechanic is going to be loved or hated by a player until said players plays the game.
      Change prone games
      Another important argument is that Agility is generally speaking change tolerant. In our case, this means that if the beta players disliked or liked a newly implemented feature, then said feature should be remove and subsequent features should also be re-evaluated.
      The importance should always change based on discoveries made by the team or even the project owner. It is considered healthy for a backlog to change it's feature's priority. Otherwise, it's a bad omen...
      How about me?
      Agile is first and foremost a philosophy, or a way of life. Sure, it can easily be imposed to people, but it's in these situations that you get fake Agility. It should be a conviction more that a rule: a rule should be static and shouldn't change a lot. 
      Agility starts with the team. If one of it's member isn't committed, it will go sour really fast.
      I've seen so many times that Agility can be broken by a malicious person (a saboteur if you will). The best thing you can do to an Agile team is to be, yourself, agile.
      ------------------------------------------
      Agility should be an integral part of game development. With Agile, you can easily prioritize mechanics that are crucial for having a fun and interesting game.  
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!