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ChrisVossen

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  1. The class is quite large, but when the goal is to teach the basics of FPS mechanics I'd rather spend the majority of the tutorial inside 1 class rather than jumping between multiple classes and interfaces.    entity-SetPosition explicitly sets the players position to the origin, which happens to be the center of the room created earlier.    Not having all members initialized in the constructor is extremely poor programming. When making these tutorials I started with the complete game, then worked my way backwards. My guess is that the un-initialized members are actually initialized in one of the later tutorials. (My bad)  
  2. No real reasons in particular just trying to stick to the basics. 
  3. It's very redundant I know, but it is an attempt to have the tutorials be inclusive to all levels of programming skill.    There should be a tutorial released for the next few Mondays!
  4. ChrisVossen

    Leadwerks 3 Tutorial: Building a First-Person Shooter

    Leadwerks 3 doesn't compile CSG geometry into a BSP tree, rather the geometry gets collapsed to model geometry at load time and uses the scene octree for culling. So it scales gracefully with large environments.   The easiest way to test this claim is go in and quickly sketch out a huge level and click "Run". This sounded fun so so I went in and made a bunch of large boxes to represent a city and ran around my beast of a level. (This was purely just to show that large environments run at 60 fps, so I didn't add any materials that is why the scene only has 1 texture.)       
  5. [color=rgb(0,0,0)][font=Verdana][/font][/color] [color=rgb(0,0,0)][font=Verdana]It may have taken a few weeks but the "Building a First-Person Shooter" tutorial series is finally up and running. In this multiple part series we will build a FPS from the ground up using Leadwerks 3 and Visual Studios 2010 C++. Part 1.0 is all about creating a room and covers:[/font][/color] Using brushes to sketch out a room Materials UV Manipulations Lights & Lightmaps [color=rgb(0,0,0)][font=Verdana]If you're interested check out the tutorial: http://www.leadwerks.com/werkspace/page/tutorials/_/building-a-first-person-shooter-part-10-creating-a-room-r22 Or if you just want to fool around with a trial version, you can download a 30 day demo here: http://www.leadwerks.com[/font][/color]
  6. ChrisVossen

    Native Code Tutorials

    [color=rgb(0,0,0)][font=arial]Between the release of LE3 and the GDC, life at Leadwerks has been busy to say the least. Now that things have settled down (a little) it is time for something that I have been looking forward to for a while: Tutorials![/font][/color] [color=rgb(0,0,0)][font=arial]At GDC we were constantly talking about the power and flexibility that direct native code programming allows and how users are not locked into only component based programming. But then you look at the example game Darkness Awaits and see only component based programming and just Lua scripts....[/font][/color] [color=rgb(0,0,0)][font=arial]It's time to right these wrongs.[/font][/color] [color=rgb(0,0,0)][font=arial]A comprehensive series of tutorials are underway that will teach how to use the many tools of the engine as well as demonstrate the capabilities of direct native code programming.[/font][/color] [color=rgb(0,0,0)][font=arial]This series is currently in the design phase and I am working with universities to make sure that the tutorials not only teach the engine but also cover key game development topics.[/font][/color] [color=rgb(0,0,0)][font=arial]Here are a few high level design points for the tutorials:[/font][/color] Teach the engine and its tools Using native code with Leadwerks (aka how to use C++ with visual studios or Xcode along with the Leadwerks 3 engine) First Person Shooter [color=rgb(0,0,0)][font=arial]As always I'd love to hear suggestions and ideas! I'll keep updates coming as tutorial development ramps up![/font][/color]
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