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AppGameKit/AppGameKit Studio Showcase / [ Tier 1 ] 3D Game Framework [ Jump vertex ]

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Cliff Mellangard 3DEGS
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Posted: 26th Dec 2012 19:10 Edited at: 30th Jan 2013 21:58
Here is the first open source release of the editor.
The light shaders is still missing as iam still thinking about how to add them and still make the editor easy to use.
Relsease 2013-01-30

https://forumfiles.thegamecreators.com/download/2430500



Old stuff---------------------------------------------------------
Keep in mind that there is still alot in development and is about 2.7% done.

you can load and save you map files but nead to write the whole file name with extension when saving.

If you find any bugs please let me know.

Basic texturing added.


Latest video of the limb system for prefab segments iam working on.




Image of the editor.


https://forumfiles.thegamecreators.com/download/2423082

The keys.
shift+enter save and load dialog.
arrow keys to turn and move camera.
q,w,e,a,s,d for the varios mesh manipulation.
mouse to select or manipulate meshes.
c key creates a object with the presets you have selected.
v clones the selected object and all its settings.
-------------------------------------------------------------------

First steps.


Added features.


Feelt that i have done enough to be able to post an work in progress thread of my latest work.
This is Jump vertex and is planned to be an 3d game framework for tier 1.

Iam currently putting all my efforts on the placement editor as it is the core.

This is done so far.
__________________________________________________________________
Create all the supported meshes in agk.(box,plane and cone etc)
Clone selected object.
Tag objects with type of object so its extremely easy to make trigger zones etc that the game engine itself can detect by name.
Tag objects with material to detect wath sound fx to use when walking on them ingame etc.

Mouse keyboard adjustments of.
Move x,y,z cordinates.
If the object have limbs so does it affect them also.

rotate x,y,z angles.

scale x,y,z directions.
If the object have limbs so does it affect them also.

Manual adjustments of.
Move x,y,z cordinates.
If the object have limbs so does it affect them also.

rotate x,y,z angles.

scale x,y,z directions.
If the object have limbs so does it affect them also.

Leveler for camera height.

Automatic adjustments of.
Texture repeat,start and end coords.
If the object have limbs so does it affect them also.

Manual adjustments of.
Texture repeat,start and end coords.
If the object have limbs so does it affect them also.

This is instead of using subimages so the mapper or artist do this in the editor straight on the meshes and have full control.
No nead to rewrite any text files or code for various projects.

Basic file io with load and save.
It is made so you write the entire file extension when saving/loading or click on an existing file.

It will support point lighs,spot lights,directional lights and fog.
But this could change during development as its a true hazard with performance on the droid.
__________________________________________________________________

Current goal is to do a game my self and then see wath i do with the code later on
The plan is to do some kind of small fps/dungeon crawler style of game.

This project is an extension of my old project here.
http://forum.thegamecreators.com/?m=forum_view&t=199347&b=48

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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MrValentine
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Posted: 27th Dec 2012 00:36
WOAH!



Keeping my eyes on this...

If I can help in any way, [as small a task as possible >.<] I would love to help out if anything comes to mind, maybe sounds or objects...

Keep it up!

JLMoondog
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Posted: 27th Dec 2012 04:11
You amaze me every time you create a thread, lol. I can't wait to get my hands on this, I'm surprised you're not charging anyone.

Cliff Mellangard 3DEGS
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Posted: 27th Dec 2012 12:15
Quote: "Keeping my eyes on this...

If I can help in any way, [as small a task as possible >.<] I would love to help out if anything comes to mind, maybe sounds or objects...

Keep it up!"

I will nead beta testers as soon as i have an partially stable version
To many bugs so far and will probably nead to rewrite stuff everytime tgc releases a new beta version of agk.
Will also nead suggestions on improvements during the development.
But belive the main pain will be the shaders .
Quote: "You amaze me every time you create a thread, lol. I can't wait to get my hands on this,"

Thanks josh
Quote: "I'm surprised you're not charging anyone."

I have large standards on when i pay for something and put the same rule on my self before charging for anything
And its fun to give stuff for free as long as i can

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MrValentine
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Posted: 27th Dec 2012 15:05
Awesome... let me know if you need to know what devices/systems I can test on...

JLMoondog
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Posted: 27th Dec 2012 17:12
Tool Maker badge is long overdue.

Cliff Mellangard 3DEGS
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Posted: 27th Dec 2012 19:05 Edited at: 27th Dec 2012 19:08
Quote: "Tool Maker badge is long overdue."

Thanks josh

Its nice with badges

I will try to release a beta version sometime this weekend, and want as many suggestions as possible on how to make it extremely easy to use and better.
Iam adding a few things as i type like a material tag that can be used in the game engine to play differrent sounds for when the player walks on metal or wood etc.

I will also add a simple import obj function and finish the texturing part.

But keep in mind that the map format could change during development but i will try to make it backwards supported.

The game engine in the beginning will not be advanced and more loading a level ad let you walk around.
But the basic game engine will be released as tier 1 source code.

The various lights will be added later on as shader lights are very complicated on ios and android and each shader should only have one type of light for performance.
I have a few ideas thats still in experimentation stages.
Where i switch shaders etc.

I also have plans on splitting the pc and android/ios shaders as pc can have alot better and more advanced shaders.
But the aim is an level creator with ios and android in mind when it comes to performance.

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Cliff Mellangard 3DEGS
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Posted: 28th Dec 2012 00:42 Edited at: 28th Dec 2012 00:44
Tonights work



You can never get enough object adjustments

So far do i have 924 lines of code so there is room for alot of more code

And as soon as tgc releases working commands for cloning and scaling so will the code shrink alot.

I have bin forced to write my own commands so far for it from scratch.

I decided to use 64x64 as an default size to make everything extremely easy to either code and calculate later on.

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DVader
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Posted: 28th Dec 2012 02:28
Looking good so far Cliff! Perhaps you could set a grid size value rather than limiting it to 64x64. Actually, I see you say default, so I guess there already is an option!

Cliff Mellangard 3DEGS
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Posted: 28th Dec 2012 02:37 Edited at: 28th Dec 2012 02:42
Quote: "Looking good so far Cliff! Perhaps you could set a grid size value rather than limiting it to 64x64. Actually, I see you say default, so I guess there already is an option!"

I will add grid adjustments later today
Its more the default object create size i whas meaning
But i could always add an option where you set an desired size together with the pollygon settings i have planned to add later.
Because with the pollygon and stripe settings so could you create diamond shapes out of an sphere etc.
I couldt sleep but i will not code now for a few hours as iam in the risk zone of getting cross eyed now
Iam also thinking about skipping the raw mouse commands and use the pointer commands?
Because this would mean that i could make a version where we could make our maps on desired pad (ipad/android pad).

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Cliff Mellangard 3DEGS
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Posted: 2nd Jan 2013 22:52 Edited at: 10th Jan 2013 23:22
This is still in development and iam only waiting for the final release of agk 108-109 before i release anything.

They have fixed alot of things i nead to implement in to the editor before i write to much new stuff where i use shaders.

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Cliff Mellangard 3DEGS
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Posted: 4th Jan 2013 20:28 Edited at: 4th Jan 2013 21:22
Here is a pre alpha version for anyone that wants to try it or give suggestions.

The texture part is not added as iam still thinking about easy and fast solutions.
And how the textures should be loaded and saved with the map etc.

Iam still optimizing the code as i noticed that its slow on fullscreen.

Keep in mind that there is still alot in development and is about 2% done.

you can load and save you map files but nead to write the whole file name with extension when saving.

If you find any bugs please let me know.

This is how it looks now.


https://forumfiles.thegamecreators.com/download/2423082

Forgot to mention the keys.
shift+enter save and load dialog.
arrow keys to turn and move camera.
q,w,e,a,s,d for the varios mesh manipulation.
and mouse to select or manipulate meshes.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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The Zoq2
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Posted: 5th Jan 2013 00:58
I will have to try this tomorrow

Are you planning to make controlls customisable, I personaly prefer WASD over the arrowkeys
Cliff Mellangard 3DEGS
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Posted: 5th Jan 2013 01:01
Quote: "I will have to try this tomorrow

Are you planning to make controlls customisable, I personaly prefer WASD over the arrowkeys "

Should be easy to do by simply creating a few new editboxes

A good suggestion i will try to add it later on.

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Cliff Mellangard 3DEGS
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Posted: 5th Jan 2013 17:34
Anyone tested it and have anything to report?

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The Zoq2
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Posted: 6th Jan 2013 10:45
I tried it, but I can't seem to figgure out how to place things. Also, there seems to be a bit of inputlag when using the arrowkeys
Cliff Mellangard 3DEGS
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Posted: 6th Jan 2013 11:36 Edited at: 6th Jan 2013 11:38
Sorry iam a bit stressed as its back to work tomorrow.
The keys.
shift+enter save and load dialog.
arrow keys to turn and move camera.
q,w,e,a,s,d for the varios mesh manipulation.
mouse to select or manipulate meshes.
c key creates a object with the presets you have selected.
v clones the selected object and all its settings.

The input lag is after you expand the window ?
Because i get the same and seams to be an issue with agk after some of its updates?

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Cliff Mellangard 3DEGS
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Posted: 10th Jan 2013 23:15
Only to show that the project is alive and wath iam working on
Its a limb system to create prefab segments.
You can edit and move each limb and by selecte the parent limb so do the edits and movement affect all its limbs.


Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Cliff Mellangard 3DEGS
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Posted: 13th Jan 2013 22:18
Finally got the limbs to angle correctly with the parent limb

I used my simple solution with the limbs using the parent as origin,as soon as an object is selected as limb so will its angles use the parents angle as origing and not the world.
I probably have to rewrite alot of stuff to use floats instead as this got a bit choppy with my old integer system
I had planned to use integers to make it extremely easy



Keep in mind that we take stuff like this for granted with many programs but is extremely complicated to write from scratch.
At least for me
Would be alot easier with a limb system in agk

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Cliff Mellangard 3DEGS
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Posted: 20th Jan 2013 22:08
Sorry for the low pace but its hard to do the editor while you guess the many limitations on mobile devices and real life kicks in to many times and slows me down

At least the basic texturing is done and everything saves with the map file.

To texture an object simply select it and hold the mouse cursor over the desired textures icon.
then press keys 1-7 for desired texture stage.
stage 1 is diffuse,2 is normal map and 3 is for light maps or cube maps etc.
The first release will support 3 stages until more is neaded when adding the shaders.
Selecting and objects shader will be similar to this .



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Cliff Mellangard 3DEGS
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Posted: 30th Jan 2013 21:53
Sorry for the slow updates as iam buzzy in real life

But here is the first open source release for anyone that wants to add stuff in to the project.
Please be open minded and share your improvements to make this one of the best free 3d level editors for agk.
The only part missing is the proper light shaders as iam still thinking about how to insert them and still make it easy to use ?
And the problem is to make them work ok also on mobile devices.
The rotation and positioning uses integers and not floats because it whas an simple thing to avoid gapps.
But if its neaded so shouldt it be an to hard task to rewrite to floats.
This is why limb rotation can seam choppy also.

Beware that there is alot of code in this project but i tryed to split it up as much as possible to be easy for newcomers also.
And the code can change alot during development.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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Cliff Mellangard 3DEGS
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Posted: 30th Jan 2013 21:53
This is how it looks now.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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MrValentine
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Posted: 30th Jan 2013 22:15
Just posting to let you know, people are still reading this

I have some free time now, so may begin playing with AppGameKit in the coming days... might even tempt myself with this project

Cliff Mellangard 3DEGS
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Posted: 30th Jan 2013 22:23
Please let me know of any bugs you find as i spent my spare time during a week to split it up in to multiple files.
So i could have missed some global values somewhere

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MrValentine
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Posted: 30th Jan 2013 22:24
Will do!

Cliff Mellangard 3DEGS
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Posted: 7th Feb 2013 09:28
This project is on hold until iam well again.
I have bin hospitalised for about a week and got 1 surgery.
And are waiting for 2 more the coming 1-2 months.
So my motivation currently aint the best and i well step down for a while.
Happy coding and see you later in the year.

But the bright side is that anyone can start off from where i ended and update while iam gone.

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The Zoq2
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Posted: 7th Feb 2013 12:18
That sounds serious... I hope you get well soon!
Ancient Lady
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Posted: 7th Feb 2013 15:09
Get well Cliff. We'll be here when you are ready.

Cheers,
Ancient Lady
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MrValentine
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Posted: 7th Feb 2013 17:42
Oh Cliff...

Why is it the awesome guys on here keep getting injured...

I hope you have a safe Op and recover well!

We are all here for when you get back!

Cliff Mellangard 3DEGS
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Posted: 7th Feb 2013 18:31
Thanks guys .

My illnes is something that have bothered me on and off for 6-8 years and they couldt find wath whas wrong.

I have had weird occasions where iam extremely tired and get illnes.

I have always struggled along and worked as usuall but a week ago so whas i so ill that i had to take the speed wagon to hospital.
They have implanted a plastic tube in my stomach and gave me some pills that makes me sick also.

Now are i home but waiting for the other 2 surgerys.
Where one of them is where they remove the plastic tube again.
I cant explain it in english but iam having a hard time with to large projects right now.

When i have the days of strength so will i probably post some code snippets or small stuff to keep the mind of something else.
If i update this so will i try to upload the changes but i cant promise much.

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MikeMax
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Posted: 7th Feb 2013 18:53
Good Luck and get well Cliff !
Digital Awakening
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Posted: 12th Feb 2013 12:32
I hope you get well soon. Krya på dig


Demo 2 is out! Click the image for more.
baxslash
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Posted: 12th Feb 2013 13:18
Sorry to hear this Cliff, get well soon!


this.mess = abs(sin(times#))
Cliff Mellangard 3DEGS
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Posted: 12th Feb 2013 13:31 Edited at: 12th Feb 2013 17:18
Thanks Guys i apretiate that

I got the date today that my surgery is booked for monday next week
After that so do i only have one surgery left about 2 weeks after that.

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TheTeenDevs
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Posted: 4th Apr 2013 03:05
This is sooooo cool! Hope you feel better Cliff Is this still a work in progress? I saw the dungeon that you made!
Cliff Mellangard 3DEGS
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Posted: 4th Apr 2013 07:30
I will continou on it after the dungeon game is done and released and that could take a while
Yes iam better after 3 surgerys
Cheers.

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TheTeenDevs
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Posted: 7th Apr 2013 16:24
Cool! I'll be looking foreward to it
haliop
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Posted: 16th Jun 2013 16:19
can you upload an example of something really cool built with this app?

Cliff Mellangard 3DEGS
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Posted: 16th Jun 2013 20:12
Iam fully comitted to one and only Project currently.
I have a problem to easy to loose focus when spreading my wings to much.

And this is a simple for fun Project iam doing with agk and barely have time nowdays to do any serious coding.

My real work sucks my energy every day.

But i will try to update this further when i get some more spare time and a stable agk release.
Its to much at stake to try to do a large complicated Project like this until i know wath the next version will support?

I whas hoping that others would step in and help me build this to something cool for agk

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