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Statistics for WorldFoundry Web Month: Topic views: Topic saves: File uploads: Most popular topic views: Top contributors for topic save and uplo...
This website is a Wiki, which means YOU can contribute to it (see the bottom of this page for an explanation). World Foundry is a complete open source (GPL) 3D ...
r3 - 08 Oct 2017 - 19:54 by EditaStewart
World Foundry Programming Documentation General * WorldFoundryTechnicalNotes a loose collection of useful tidbits from e mail exchanges (older version on so...
r4 - 08 Oct 2017 - 19:53 by EditaStewart
OpenGL support: iPhone 3GS, 3rd generation iPod touch, and iPad all support OpenGL ES 2.0 (e.g. shaders and programmable pipeline http://stackoverflow.com/questi...
r3 - 09 Jul 2017 - 21:46 by EditaStewart
Current version, running on Linux: http://wf gdk.sourceforge.net/WorldFoundryScreenshot.jpg Here are a few earlier shots of this test level: http://wf gdk.sourcef...
r2 - 26 Dec 2012 - 21:48 by KevinSeghetti
OpenGL Support: ? Development Toolchain: Status unknown (i haven't tried installing anything yet. should work great under linux) C Interface: Java is heavily pro...
r2 - 24 Mar 2011 - 17:34 by WillNorris
World Foundry installation documentation Still in progress KevinSeghetti need to copy the readme files into here and format them nicely TODO: environment variab...
r3 - 06 Mar 2011 - 02:47 by WillNorris
* http://www.kernel.org/pub/software/scm/git/docs/everyday.html * http://book.git scm.com/4_undoing_in_git_ _reset,_checkout_and_revert.html
NEW - 06 Mar 2011 - 02:12 by WillNorris
General * Documentation Includes both reference material as well as quick start tutorials for Users/Designers/Artists * Gallery Examples of levels made in...
r3 - 02 Feb 2011 - 22:58 by WillNorris
r3 - 02 Feb 2011 - 22:58 by WillNorris
This is an example of how to use the Nebula engine as a back end renderer. Nebula could probably be easily interfaced with WorldFoundry in this way to use Nebula'...
r2 - 03 Sep 2009 - 05:29 by WillNorris
Given a known linear function f(x), where x is a vector, find x such that * x = 0 * f(x) = 0 * x^T f(x) = 0 Since f(x) is a known linear funct...
NEW - 24 Oct 2004 - 09:44 by ExecutionStyle;
WorldFoundry now uses TCL as it's scripting languge (WillNorris has started on supporting perl as well). KevinSeghetti needs to write some docs here detailing how...
NEW - 13 Jul 2003 - 05:47 by WillNorris;
I just read this article on assertions: http://www.cuj.com/documents/s=8464/cujcexp0308alexandr/, and want to integrate these ideas with some of my own. Here are ...
NEW - 10 Jul 2003 - 19:34 by KevinSeghetti;
see IncorporateAndReusePartsOfWorldFoundryInTheNebulaDevice for my (still in progress) analysis of reuse of WorldFoundry low level parts and libraries this page d...
NEW - 10 Jul 2003 - 19:07 by WillNorris;
the Actor class class was the rendezvous point; the classes from above and the classes from below met here. it's a really big class, with all kinds of crap in it...
NEW - 02 Jul 2003 - 07:41 by WillNorris;
tools placed here for reference until (if) they are moved above into the game framework design textile 2d packing of bitmaps (with varying width, height, and bit...
NEW - 28 Jun 2003 - 02:52 by WillNorris;
Prep This documents prep version 0.87 By Kevin T. Seghetti, last updated 06/27/2003 Overview Prep is a general (not language specific) text file pre processor. ...
NEW - 28 Jun 2003 - 00:31 by KevinSeghetti;
A possible long term strategy for further growth/reuse of WF: * Interface Blender and attribedit * Make WF export scripts for Blender * Finish level e...
NEW - 23 Jun 2003 - 01:20 by WillNorris;
WorldFoundry's target audience is now portable game machines (gameboy advance, sony playstation portable psp), cell phones, pda's (palm, wince?), and other small ...
NEW - 09 Jun 2003 - 14:23 by WillNorris;
Command line tools standards: * if run without parameters, should print name of tool, version number, author, copyright, and usage information * run without...
NEW - 30 May 2003 - 09:44 by WillNorris;
World Foundry Coding Standards These are the latest coding standards, not all of WorldFoundry adheres to this, mostly due to changes in the standard over time, bu...
NEW - 29 May 2003 - 20:06 by KevinSeghetti;
Investigate using the Nebula Device (http://nebuladevice.sourceforge.net) as a rendering back end for WorldFoundry. Although Nebula offers many capabilities, Nebu...
NEW - 29 May 2003 - 14:31 by WillNorris;
I'm just some guy who's looking for information about avant garde wiki developments. I'm still looking.
NEW - 16 May 2003 - 20:19 by DanWigglesworth;
Overview of WorldFoundry World Foundry is a package that enables non programmers to create 3D environments and games. It leverages existing off the shelf software...
NEW - 16 May 2003 - 20:17 by DanWigglesworth;
prep was started before I (kts) was much of an internet user (way back in 1994), so I didn't know about m4. However, looking at m4 now I don't like it. prep was w...
NEW - 06 Jan 2003 - 19:01 by KevinSeghetti;
This is a list of features that a modern 3D game engine should have, with indicator of whether WorldFoundry supports this feature completely (YES), partially (PAR...
NEW - 02 Jan 2003 - 19:35 by MrLin;
Ruby/Perl/C hacker. Mostly harmless.
NEW - 17 Dec 2002 - 14:52 by MichaelGranger;
Instructions for adding a new object type to WorldFoundry First, make sure that is really what you want to do, most behaviors can be accomplished though added som...
NEW - 09 Dec 2002 - 00:07 by KevinSeghetti;
Often, for interesting game behavior, several objects need to interact. For instance, an ActBox might activate another object, causing it to fall, which hits anot...
NEW - 30 Oct 2002 - 11:12 by MrLin;
Automatic email notification of wiki changes Any email addresses on this page will get email notifications whenever major changes are made to any wiki page. I tri...
NEW - 29 Oct 2002 - 07:23 by KarelRou;
First make sure you have followed all of the steps in Installation. Also be sure to do 'make copybinaries' in wftools To build the sample levels: 1. checkout...
NEW - 21 Oct 2002 - 08:34 by KarelRous;
WorldFoundry To Do list KevinSeghetti What I want to do for the upcoming release I am working toward a release, both a designer/artist release and an end user ...
NEW - 11 Oct 2002 - 07:30 by KevinSeghetti;
Already Done * Update engine to allow arbitrary rotation matrices on objects. Hack collision system to ignore rotation for the time being. Goal: allow objects...
NEW - 09 Oct 2002 - 22:21 by MrLin;
First, see DocumentationPhysics for a general explanation of the collision system. Also see WorldFoundryTechnicalNotes (and search for text string "collision" in ...
NEW - 09 Oct 2002 - 14:41 by MrLin;
World Foundry FAQ Want to add a question or an answer? Use the "Edit" link at the bottom of this page. Anyone can add questions or answers. General Q: What is W...
NEW - 09 Oct 2002 - 14:04 by MrLin;
World Foundry can load data as needed (i.e. stream data) from CD ROM as the player progresses through the level. Three rooms in the world are active at any time ...
NEW - 09 Oct 2002 - 13:28 by MrLin;
We need a quick start guide here. This list is roughly ordered in a logical reading order. * FAQ * Overview * Installation * RunningSampleLevels * ...
NEW - 09 Oct 2002 - 13:01 by MrLin;
Q How are cyberthug.mesh.iff (MODL), cyberthug.idle.iff (ANIM), and cyberthug.run.iff (ANIM) all compiled into the single binary IFF file cyber.iff? A Look at c...
NEW - 09 Oct 2002 - 12:54 by MrLin;
Model Exporter IFF output For examples of these files, see wflevels/superhero/cyberthug.mesh.iff (the MODL mesh), cyberthug.idle.iff (the one frame ANIM animation...
NEW - 09 Oct 2002 - 09:50 by MrLin;
Object Attribute Data (OAD) Documentation The OAD system is designed to allow objects in the 3D editor to have programmer defined, user edited data associated wit...
NEW - 08 Oct 2002 - 22:37 by MrLin;
MAILBOXES Mailboxes are one system by which objects can communicate with other objects. Mailboxes contain data which other objects use to store and move data. A m...
NEW - 08 Oct 2002 - 14:20 by MrLin;
This page is where we dream, suggest entirely new ways of doing things or new features New features (see also Ideas) * New physics handler for rigid body dyna...
NEW - 08 Oct 2002 - 13:51 by MrLin;
THE WORLD FOUNDRY COOKBOOK Levels are composed of many individual pieces working together to create the overall world. Much of mastering level creation is about ...
NEW - 07 Oct 2002 - 23:48 by MrLin;
This is horribly formatted, but the important thing at this point is to make the info available... WORLD FOUNDRY PROGRAMMERS' GUIDE Contents ================...
NEW - 07 Oct 2002 - 22:32 by MrLin;
* CreatingNewLevelsDirectory * The pathway diagram * Explanations of the file extensions * Explanation of where all assets come from, how they are tra...
NEW - 07 Oct 2002 - 13:52 by MrLin;
This is an outline of the WorldFoundry Attribute editing system, and why we think it is a good idea. Motivation what is meant by "attribute editing"? * arc...
NEW - 07 Oct 2002 - 03:29 by MrLin;
When does a script get run? KevinSeghetti currently the object scripts run one each active/running object once per frame. There are a few other non object scrip...
NEW - 06 Aug 2002 - 00:05 by MrLin;
* Try to make a mini golf game with world foundry * Try to make a car racing game with world foundry * KevinSeghetti WillNorris is also interested ...
NEW - 05 Aug 2002 - 21:25 by KevinSeghetti;
Here are some ideas for improving WF. (Once these ideas have matured, their content can migrate into pages whose titles don't start with "Idea For".) * IdeaFo...
NEW - 05 Aug 2002 - 20:37 by MrLin;
See PlanToUpdatePhysicsSystem
NEW - 05 Aug 2002 - 20:29 by MrLin;
PhpWiki is written in the server side scripting language PHP, available from http://www.php.net/. PHP resembles C and Perl in its syntax, and functions much like ...
NEW - 25 Jul 2002 - 00:38 by The PhpWiki programming team;
"Young writers often suppose that style is a garnish for the meat of prose, a sauce by which a dull dish is made palatable. Style has no such separate entity; it ...
NEW - 25 Jul 2002 - 00:38 by The PhpWiki programming team;
To Create/Edit levels (KevinSeghetti this is incomplete, I need to finish it) World Foundry currently supports 2 different 3D packages for level creation: Innov...
NEW - 21 Jul 2002 - 14:00 by MrLin;
404 Not Found \(^o^)/
NEW - 15 Jul 2002 - 18:03 by MrLin;
Run 9 rooms at once, i.e. the 8 rooms surrounding the current player plus the current room. Such connectivity information could probably be generated automaticall...
NEW - 22 Jun 2002 - 13:51 by MrLin;
WorldFoundry History WorldFoundry was started as a commercial 3D video game engine for a company called Recombinant Limited, co founded by KevinSeghetti and WillN...
NEW - 21 Jun 2002 - 19:22 by WillNorris;
Running World Foundry To run the game: * cd source/game * g To run the game (this will run the cd.iff which is checked in, if you build your own levels th...
NEW - 03 Jun 2002 - 05:27 by WillNorris;
In the ToDo list it was mentioned that adding rotation to the physics system was desirable. Note that with arbitrary rotation, to have physics stackable boxes and...
NEW - 08 May 2002 - 19:39 by MrLin;
Necessary tools * Innovation3D Free (GPL) 3D editing package for creating levels and geometry. Runs under Linux; partial Windows port is being attempted. ht...
NEW - 08 May 2002 - 19:11 by MrLin;
Overview All object types have certain intrinsic capabilities and behaviors. This page documents the attributes which are common to most objects KevinSeghetti ...
NEW - 20 Apr 2002 - 20:32 by KevinSeghetti;
Target Class: Target.oad A target object is a basic dummy object with a standard set of attributes. They are often used to define ObjectCamShot and ObjectWarp de...
NEW - 20 Apr 2002 - 20:30 by KevinSeghetti;
Flags Template Object Check if this object definition is to be used to create (multiple) instances of the object at run time. If this is not checked, then a si...
NEW - 20 Apr 2002 - 20:17 by KevinSeghetti;
Shadow Object This object reference is used to construct the shadow for this object. If this field is blank, no shadow is created for this object. Unless "Chec...
NEW - 20 Apr 2002 - 20:16 by KevinSeghetti;
Mesh Mesh Name This is the name of the asset to display for this object. Available sources are: * 3D Studio MAX geometry file * Animation Master ...
NEW - 20 Apr 2002 - 20:16 by KevinSeghetti;
Common Mass This number ranges between 0 and 100, and determines this object's collision priority. When two objects collide, the Physics system looks at this ...
NEW - 20 Apr 2002 - 20:15 by KevinSeghetti;
Toolset Tool Up to 6 tools can be assigned to an object. Each Tool field contains an object reference to a Tool object in the level.
NEW - 20 Apr 2002 - 20:13 by KevinSeghetti;
Movement Moves Between Rooms This is a TRUE or FALSE value, used to control allocation of texture map memory. Objects that are free to move out of the Room th...
NEW - 20 Apr 2002 - 20:12 by KevinSeghetti;
KevinSeghetti need to add links to image captures of attribute editor Object Types and their Attributes KEY Type: Some objects are definition objects. This me...
NEW - 20 Apr 2002 - 19:56 by KevinSeghetti;
SPIKE Class: Spike.oad Spikes are any object that can change another objectss health simply by coming into contact with it. * Health Modifier This is the am...
NEW - 20 Apr 2002 - 19:51 by KevinSeghetti;
MOVIE Class: Movie.oad This class allows for the creation of animated textures. (These are flip book animations, not changing texture coordinates) * Frame (0...
NEW - 20 Apr 2002 - 19:50 by KevinSeghetti;
WARP When an object enters a warp it is moved from its current location to another location (usually defined by a target, but any object can be used). * Activa...
NEW - 20 Apr 2002 - 19:47 by KevinSeghetti;
TOOL * Object to throw The object type that is created when this object is activated. * Activation Cost ( 0 100 Slider ) This is the amount of EU's deducted...
NEW - 20 Apr 2002 - 19:47 by KevinSeghetti;
STATPLAT Class: Statplat.oad Similar to platform, except statplats can't move (stat equals static). Use instead of platform whenever the platform doesn't need to...
NEW - 20 Apr 2002 - 19:44 by KevinSeghetti;
SHADOW Shadow objects for other objects in GameWorld Class: Shadow.oad The shadow object follows below another object, placing itself on the highest object unde...
NEW - 20 Apr 2002 - 19:43 by KevinSeghetti;
ROOM In order to maximize memory efficiency the data for only three areas can be loaded at one time. Room objects allow the user to define that area as well as th...
NEW - 20 Apr 2002 - 19:42 by KevinSeghetti;
PLAYER * Minimum Initial Gold When the Gameworld is instanciated this is the smallest possible number of EUs that the PC will be carrying. * Maximum Initial...
NEW - 20 Apr 2002 - 19:41 by KevinSeghetti;
PLATFORM Class: Platform.oad No Attributes This is a basic building block of levels. It has all of the behaviours intrinsic in any object (see "Game Objects: Ove...
NEW - 20 Apr 2002 - 19:40 by KevinSeghetti;
MISSILE * Object to throw The object type that is created when this object is destroyed. Normally used to create explosions. * Explode on Impact * Tru...
NEW - 20 Apr 2002 - 19:39 by KevinSeghetti;
METER Meters can be used to display data such as power level, EUs, lives, and so on. Meters always display integer information. * Object This is the object w...
NEW - 20 Apr 2002 - 19:38 by KevinSeghetti;
MATTE Class: Levelobj.oad Type: definition object Background rendered behind scene. Note that Matte object is required, and there can be only one for level. ...
NEW - 20 Apr 2002 - 19:37 by KevinSeghetti;
LEVELOBJ Class: Levelobj.oad Type: definition object Required object which contains level wide data. * NUMBER OF MAILBOXES Total number of Global Mailboxe...
NEW - 20 Apr 2002 - 19:07 by KevinSeghetti;
GOLD Class: Gold.oad * Number of Gold This value represents the increase in the number of EUs for the Object when they collide with this object. Note that...
NEW - 20 Apr 2002 - 19:06 by KevinSeghetti;
Disabled The level designer can set an object's class to "Disabled" and the object will not go through the level conversion process; it will not appear in the out...
NEW - 20 Apr 2002 - 19:05 by KevinSeghetti;
DIRECTOR (Look into removing) Description: Like a director in Hollywood, this function of this object is to choose among available cameras and pick the camera s...
NEW - 20 Apr 2002 - 19:05 by KevinSeghetti;
GENERATOR Creates copies of a specified template object at a given rate. Class: Generator.oad * Activation Mailbox When this Mailbox is activated (value==1...
NEW - 20 Apr 2002 - 19:04 by KevinSeghetti;
EXPLODE Modifies health (can be set to 0), plays an animation, and then goes away. * Health Modifier This is the amount of Hit Points that are added to the p...
NEW - 20 Apr 2002 - 19:03 by KevinSeghetti;
DESTROY Description: Used to remove a certain actor or group of actors Activation Mailbox: When this Mailbox is activated (value equal 1) the Destroyer is acti...
NEW - 20 Apr 2002 - 19:03 by KevinSeghetti;
CAMSHOT Class: Camshot.oad The Camera Shot object is used to describe a single camera view in the game. Multiple ObjectCamShot's can be used to provide changing...
NEW - 20 Apr 2002 - 08:34 by KevinSeghetti;
CAMERA Type: definition object There should be one and only one camera object in the Gameworld. No Attributes
NEW - 20 Apr 2002 - 08:30 by KevinSeghetti;
ACTBOX Description: Used to tell when an object has entered a defined area Activated By: All Any object in the Gameworld is considered a valid object for tri...
NEW - 20 Apr 2002 - 08:29 by KevinSeghetti;
ACTBOXOR Class: Actboxor.oad Activation Box Object Reference. A special activation box which writes an object reference to the specified mailbox. Currently onl...
NEW - 20 Apr 2002 - 08:27 by KevinSeghetti;
Attributes 3D Studio MAX PlugIn for Object Attributes This PlugIn is used to edit the game attributes on objects. It is located in the "World Foundry" menu on th...
NEW - 19 Apr 2002 - 07:42 by KevinSeghetti;
wrlexp.dle 3D Studio MAX Geometry Exporter When creating geometry using 3D Studio MAX, make sure that you have: Unit Setup: 1 unit = 1 m Select a single objec...
NEW - 19 Apr 2002 - 07:36 by KevinSeghetti;
mst2vrml.exe Animation Master Geometry and Animation Exporter KevinSeghetti The animation master exporter has not been maintained, this is just here in case it...
NEW - 19 Apr 2002 - 07:23 by KevinSeghetti;
The old directory layout documentation is so out of date it is useless, but I don't want to forget to create a new one at some point, so this page is a placeholde...
NEW - 19 Apr 2002 - 07:14 by KevinSeghetti;
File Types .bmp Windows standard bitmap file. 4 and 8 bit formats are supported. .tga Targa file format. 8 and 16 bit formats are supported. The 32 bit ...
NEW - 19 Apr 2002 - 07:08 by KevinSeghetti;
OAD IFF file Format KevinSeghetti This document was written for a 3rd party using our editing system in their own game, so it has a 'not using World Foundry' sl...
NEW - 18 Apr 2002 - 08:18 by KevinSeghetti;
Use of open source scene graph, perhaps http://openscenegraph.org Raises questions about streaming can the scene graph API handle dynamic traversal/loading/pagi...
NEW - 15 Apr 2002 - 17:52 by MrLin;
Collision, Physics, and Movement Collision Processing in the World Foundry engine Game objects in the World Foundry system are free to move about within a three ...
NEW - 12 Apr 2002 - 17:00 by KevinSeghetti;
World Foundry Run Time Engine Command Line (game.exe) KevinSeghetti this list is stale and needs to be updated ! zb z buffered (only applies to DirectX ver...
NEW - 12 Apr 2002 - 16:54 by KevinSeghetti;
There are currently 2 implementations of the AttributeEditor, one for 3D studio Max, and one for Innovation3D. docs for the 3D studio max version Attributes 3D S...
NEW - 12 Apr 2002 - 08:16 by KevinSeghetti;
Glossary KevinSeghetti As the rest of the documentation is filled in this needs to be updated to have links to the various pieces Actbox: A type of object, pr...
NEW - 12 Apr 2002 - 08:04 by KevinSeghetti;
ROOM Z SORT ATTRIBUTES KevinSeghetti WorldFoundry under OpenGL now uses ZBuffering, a much better system for handling polygon ordering, so all of this is obsole...
NEW - 12 Apr 2002 - 07:26 by KevinSeghetti;
World Foundry Level Editor SDK file format documentation Version 0.4 By Kevin T. Seghetti 04/13/98 11:43 AM Level Exporter IFF output The outer chunk name for a ...
NEW - 12 Apr 2002 - 06:50 by KevinSeghetti;
Level file format (output of iff2lvl, loaded by the game engine) Header model count offset to Model Pointer Array object count offset to Object Pointe...
NEW - 12 Apr 2002 - 06:38 by KevinSeghetti;
TEXTILE OVERVIEW The textile tool automatically prepares your artwork for use on the target platform. At the same time it optimizes art and palette files. When ...
NEW - 10 Apr 2002 - 06:55 by KevinSeghetti;
Class organization This defines the order in which things are defined for a class. There are four main groups: 1. All public members except for (non static) d...
NEW - 09 Apr 2002 - 08:37 by KevinSeghetti;
Old World Foundry Coding Standards These guidelines were written in 1995, some of the reasons are no longer relevent. File extentions: * .hp : C header file ...
NEW - 09 Apr 2002 - 07:10 by KevinSeghetti;
How to build existing levels (wflevels, for example) Prerequesistes: * wfsource and wftools must be built (including 'make copybinaries' in wftools) * gtk ...
NEW - 06 Apr 2002 - 05:15 by KevinSeghetti;
WillNorris http://www.biohack.net/
NEW - 27 Mar 2002 - 20:43 by WillNorris;
KevinSeghetti is the primary maintainer (and one of the original authors) of WorldFoundry. See http://www.tenetti.org/kts for more information.
NEW - 20 Mar 2002 - 21:10 by KevinSeghetti;
The CAVE is a 4 to 6 walled cube with projection surfaces on each side of the cube. Each side measures 3x3 meters. It is a virtual reality installation often use...
NEW - 20 Mar 2002 - 15:30 by;
Develop a plugin for Linux and Windows which users can download and execute in a browser. Define a new MIME type. When the browser sees this MIME type it should l...
NEW - 20 Mar 2002 - 15:24 by;
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Topic revision: r1 - 23 Aug 2018, AdminUser
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