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Daedalus Development



Unit Testing a renderer

Posted by rick_appleton, 16 January 2009 · 273 views

I've always been interested in Unit Testing and Test Driven Development. Unfortunately, I've never had the chance to apply this to any of my professional projects. So I decided to try it out at home. Since my interests lie with graphical programming, and general software architecture, I've decided to apply Unit Testing and to a lesser degree Test Driven...


OpenGL 3.0

Posted by rick_appleton, 23 October 2008 · 53 views

I recently got a laptop with a videocard capable of OpenGL 3.0 so I wanted to quickly test it. I found out that there aren't many test programs on the net, so I made one myself. It mainly tests GLSL 1.30, with geometry shaders. Nothing fancy, but if it runs, then it means OpenGL 3.0 is basically working.

Get it here.

It's based on NeHe and...


Awesome app idea

Posted by rick_appleton, 09 August 2006 · 56 views

Work on the 4e5 game is going slowly, but surely now. I've been implementing a few of the game mechanics, and it seems to work (coding-wise, not necessarily gameplay-wise).

On another note, I had an idea for an awesome app this morning.

It's an FTP tool, that allows you to drag files onto it's icon, which are then uploaded to a specific...


Thoughts

Posted by rick_appleton, 27 July 2006 · 68 views

I've been quite busy lately, working on a variety of things, except what I should really be working on: 4e5 [grin]

1. Since my 4e5 game will be slightly fantasy based, and I'm going for a graphical style similar to Warcraft3, I figured I'd just write a loader for Warcraft3 models to use as temp art. So said, so started. Unfortunately, the...


4e5 #1

Posted by rick_appleton, 17 June 2006 · 45 views

Last time around I focused on graphics very early on during the contest because I wanted to create levels for a platformer using the Q3 map format. I also spent a lot of time implemented (faulty) collision response. And so never finished, or even got started on the game.

This year, I'm going to do it the other way around. I'm making a...


Daedalus progress

Posted by rick_appleton, 06 June 2006 · 33 views

Although it's been a while, I have been able to do quite a lot of things.

I've uploaded a few demos which I made about a month ago to test some of the more advanced OpenGL functions. Click the images to get the executable(s). (edit. Unfortunately, I currently check for supported extensions at init, regardless if they're used or not. I'll update the FBO and...


Doh, and small improvements

Posted by rick_appleton, 21 March 2006 · 32 views

Doh: the 1/2 pixel differences was due to me using a rotate for my own renderer, but not on the OpenGL version. So that's fixed :D

A few small improvements have been made: a TnL cache that can cache the last few vertices. This seemed to have a small improvement in my test cases, but nothing really big. This is more or less what I expected, since I'm...


Almost there ...

Posted by rick_appleton, 14 March 2006 · 44 views

Spent some more time with my renderer yesterday evening, and there are now no more cracks. A case of using floor where I should have been using ceil [oh].

However, all is still not well. For some reason I have a 1 or 2 pixel offset when comparing my output to OpenGL's output. I don't think this is down to the accuracy loss when going to fixed point math,...






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