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3DStudioMaxAttributeEditor
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;
3DStudioMaxGeometryExporter
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;
AddingANewObjectType
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;
AnalysisOfCurrentPhysicsSystem
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;
AnimationHandlingInWorldFoundryEngine
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;
AnimationMasterExporter
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;
AttributeEditor
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;
CodingStandards
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;
CommandLineArguments
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;
CommonObjectAttributes
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;
CommonObjectAttributesCommon
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;
CommonObjectAttributesFlags
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;
CommonObjectAttributesMesh
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;
CommonObjectAttributesMovement
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;
CommonObjectAttributesShadow
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;
CommonObjectAttributesToolset
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;
CreatingNewLevelsDirectory
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;
DebuggingWorldFoundry
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;
DeprecatedToolList
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;
DirectoryLayout
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;
DocumentationGlossary
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;
DocumentationPhysics
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;
DocumentationTextile
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;
DocumentationZSort
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;
FileTypes
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;
History
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;
IdeaForEventHandling
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;
IdeaForGeneralizingToNonPlatformGames
* 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;
Installation
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
InterfacingNebulaDeviceAndWorldFoundry
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;
LVLFileFormat
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;
LevelCreation
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;
LevelIFFFormat
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;
OAD
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;
OADIFFFormat
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;
ObjectActBox
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;
ObjectActBoxOR
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;
ObjectAttributes
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;
ObjectCamShot
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;
ObjectCamera
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;
ObjectDestroy
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;
ObjectDirector
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;
ObjectDisabled
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;
ObjectExplode
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;
ObjectGenerator
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;
ObjectGold
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;
ObjectLevelObj
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;
ObjectMatte
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;
ObjectMeter
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;
ObjectMissile
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;
ObjectMovie
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;
ObjectPlatform
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;
ObjectPlayer
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;
ObjectRoom
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;
ObjectShadow
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;
ObjectSpike
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;
ObjectStatPlat
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;
ObjectTarget
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;
ObjectTool
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;
ObjectWarp
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;
OldCodingStandards
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;
OldCodingStandards2
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;
Overview
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;
PlanToUpdatePhysicsSystem
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;
Prep
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;
PrepDesignGoals
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;
ReusingComplicatedMultiObjectBehaviors
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;
ScreenShots
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
ScriptingLanguage
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;
ToDo
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;
WebHome
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
WebStatistics
Statistics for WorldFoundry Web Month: Topic views: Topic saves: File uploads: Most popular topic views: Top contributors for topic save and uplo...
WishList
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;
WorldFoundryFeatureList
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;
Number of topics: 75
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