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A Game Project: Brickoku

For years I’ve been thinking about memory-efficient ways to represent Lego-models created with 2×2 bricks. This started all the way back in 2002-2003 when we discussed with my former colleague Teemu Pakarinen ways to generate all possible Lego models for a given set of bricks.

During Spring 2012 I worked out together with my brother-in-law a bit-string representation of 14 bits per brick. I realized that this could actually be used to create a puzzle game, thus a game was born that I have christened: Brickoku.

During March 2013 I wanted to learn some new language, so I decided to … Continue Reading

Overview 2012

It’s been a while since I last wrote to my blog, so here’s an overview of what has happened during 2012.
Blender 3D
During 2012 I’ve gradually stepped down of many of my Blender 3D development and maintenance tasks. I used to run the build-bots for MingW64 and MSVC, but they were moved to the Blender Institute, so I could fully use my own machine again. Other work is currently more priority, so I thought it wise to move to the background, and not hold back important development, just because I didn’t have enough time to invest next to family, day job … Continue Reading

Upcoming: Blender Conference 2011, Renderfarm.fi work and old news

In a few weeks the 10th Blender Conference will be held in Amsterdam, The Netherlands. A great programme is awaiting all participants with a wide range of topics, like Sergey Sharybin and Sebastian K├Ânig talking about tracking and compositing in Blender, creating online apps using RealXtend by Toni Alatalo, lots of other talks regarding games and pipelines, usage of Blender in the scientific world and so on. I’ll be managing speakers together with Thomas Dinges. By the looks of it the Blender Network site will see its premiere then too. We’ll see :)

In further news: I’ll be … Continue Reading

Lumikuu Editor: realtime, collaborative text editing on top of Verse

Since last week I’ve been working on Lumikuu Editor as a tool for our Studio Lumikuu. Lumikuu Editor is a text editor for real-time collaboration. It uses the Verse protocol for the networking part. For its GUI the fine library Allegro is used.

The focus for the editor will be on the text and real-time collaboration. That means that at this time no fancy text editing features as bold, italic and such are not planned.

Nonetheless, the editor already is in pretty much a usable state. I attach an early release to this blog in a zip that … Continue Reading

Blender Foundation: Status Update Week 12

The second-last week. It’s been COLLADA-heavy, I’ve managed to fix the reported COLLADA-bugs as I mentioned I would in the previous report. Further I’ve worked on Blender profiles for COLLADA export, with the first one now in use for lamp export. Most of the Lamp struct variables are now being exported directly to COLLADA, and with a little extra work we’ll be able to actually read them in, too.

Next week I’ll be concentrating on the installer mostly, tidying up for the last week of my Blender Foundation contract. After that I’ll be concentrating on our Blender studio I founded with … Continue Reading

Blender Foundation: Status Update Week 11

Past week I’ve been working mostly on COLLADA-related issues. I have now created a script and a supporting empty.blend that can be used with the COLLADA Conformance Test Suite. These files can be found in https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/tools/CTS. Most tests should now run with the test suite, with the exception of animations, for which I haven’t yet made the necessary modifications to FBlender.py. Results for runs of the test suite I’ll be uploading to http://www.letworyinteractive.com/blendercollada, where the *.html files point to exports of test results. There are clearly still places we have to work on. Based on some of the test results … Continue Reading

Blender Foundation: Status Update Week 10 – The Real Week 10

While searching what week past week was I noticed that we’re only in week 10. And that while I already wrote a status update for week 10! So actually I’ve been writing two weeks with the wrong week number. Oh, well. We’re still up and running, so nothing bad must have happened ;)


Last week was pretty successful. I managed to get my original bug list down to two (before the influx of COLLADA reports this night): fixing a few COLLADA issues (instance node related issues, multiple overwrites of materials), some crashers in Blender (UV unwrap needed increased stack). and applying … Continue Reading

Blender Foundation: Status Update Week 10

There, another week wrapped up. I put some time into building and testing Python 3.2 libraries for Blender on Windows. I had another go at building a static version of the Python 3.2 library, but again the problems it creates are more complicated than we need, so in the end I built normal libraries from the Python 3.2 source code. Half a day I lost on OpenSSL building issues, which I finally nailed.

I made for SCons and CMake on Windows (MSVC) the new Python 3.2 the default. Right now CMake users need to extract python32.zip and/or python32_d.zip manually in the … Continue Reading

Blender Foundation: Status Update Week 9

It’s been way too long since my previous update, so here finally a new update. So, what have I been doing all this time?

Well, mostly I’ve been working on developer documentation. It’s been quite a boring task, and as some sort of poor excuse, it’s been uninviting enough to “forget” about the status reports. Anyway, I’ve been shuffling content on the wiki to some extent, creating for the development contents section a new and clearer start page that should help decide and point viewers to the correct place. Three big links which go to building blender, developing blender and … Continue Reading

Naali: Box selection

This week I have implemented FrustumQuery in the renderer code of Naali. With this code it is now possible to use a selection box to determine the area from which we want entities to be selected.

In the objectedit Python module there used to be some code to draw a selection box using a Qt widget. Unfortunately it stopped working, or at least, it didn’t show anymore. After some research it looks like a combination of UiExternalModule and World Build Tools made it very hard to get this to show.

Instead of complicating the already complex code for these two modules I … Continue Reading