Jump to content

  • Log In with Google      Sign In   
  • Create Account

We need your help!

We need 7 developers from Canada and 18 more from Australia to help us complete a research survey.

Support our site by taking a quick sponsored survey and win a chance at a $50 Amazon gift card. Click here to get started!

Zach's Development Journal

Improved Visuals, Physics, and Camera [Screenshot Heavy]

Posted by ZBethel, 23 August 2012 · 2,003 views
DirectX 11, Tank Physics, Sandbox and 1 more...
Improved Visuals, Physics, and Camera [Screenshot Heavy] I've made a lot of progress since my last post, mainly in the renderer. I added High Dynamic Range Lighting, Cascade Shadow Mapping, FXAA, and the Cook-Torrance BRDF with roughness maps. The previous screenshots were an eye-sore, so it's a relief to have something that looks a little more modern. I'm still dinking around with the hacked-up level...

[DX11] Please Test My First Demo!

Posted by ZBethel, 21 July 2012 · 2,851 views
DirectX, Tank Physics and 3 more...
[DX11] Please Test My First Demo! I put together a simple demo. Pardon the nasty textures and the level made from scaled cubes, it does not represent the final planned look of the game at all. A friend of mine is working on a tank model, but for now the cube and cylinder placeholders are what I've got.

I've been focusing a lot on trying to get the tank movement to work decently...

Tank Physics and Other Progress

Posted by ZBethel, 04 July 2012 · 1,399 views
Tank Game, DirectX 11 and 1 more...
Tank Physics and Other Progress So a lot of life-related stuff happened this Spring--most of it good, but all of it quite mentally taxing. Incidentally, I got sidetracked and took a break from working on my new project. Recently, however, my interest in it is back with a vengence. The truth is I can't stay away from game development for long, it's my life addiction, for better or...

C++ Port of Artemis Entity Component System Framework (In Progress)

Posted by ZBethel, 18 January 2012 · 13,739 views
Artemis, Entity, C++, Component and 1 more...
This month is officially "wrap my head around Entity/Component Systems" month. I stepped away from coding for a bit and spent time researching different designs for handling game objects. Most interestingly, my search brought me to the Artemis Entity System Framework. Written in Java, the system is the best overall design I have seen so far...

Some Thoughts on Software Design

Posted by ZBethel, 10 January 2012 · 1,726 views
Software Engineering as I understand it involves the concept of software design. Anyone can program, and I would even venture to say that programming is the easy part. Good software design is where things get hairy. I consider myself a seasoned programmer, but a somewhat fledgling Software Engineer--a state that I think is fairly commonplace among academic...

Project Progress

Posted by ZBethel, 08 January 2012 · 798 views
C++, architecture
Entity Management

As of late, I have spent hours agonizing over the best way to implement my entity system. I am suffering a bit from neophyte syndrome trying to think through all the different scenarios and needs of my application. One particular mind block I kept running into was how to handle articulate physics...

Software Rasterizer Source Released and other Updates

Posted by ZBethel, 07 January 2012 · 2,250 views
, SDL, C++, architecture, D3D and 2 more...
Software Rasterizer Source Released and other Updates A Modern Approach to Software Rasterization

I have some potentially exciting news for any of you who are interested in software rasterization. I released the source code to my research project titled, "A Modern Approach to Software Rasterization." You can find the code...

The Quest for a Great Engine Design

Posted by ZBethel, 04 January 2012 · 854 views
architecture, middleware, engine
One big thing that I'm struggling with as a developer is wanting to do it right the first time. I'm such a perfectionist at writing code that sometimes I get so frustrated and lost trying to design a system that seems perfect. My brain isn't big enough to grasp all of the intimate details and relationships between components of the engine....

Abstraction in a Game Engine/Framework

Posted by ZBethel, 02 January 2012 · 1,457 views
C++, DX11, D3D
If there's one thing that's dang hard, it's trying to find a decent balance between flexibility and simplicity when writing a good abstraction layer. I'm relatively new to DirectX 11, but so far it is a much nicer API to work with than previous versions of DirectX. It's so nice in fact, that I'm having a hard time finding ways to...

Designing a Game Engine is Hard

Posted by ZBethel, 01 January 2012 · 854 views
D3D, architecture
There is something about designing a game engine that is both alluring and terrifying. My ten years of programming experience feels like nothing when I am faced with that challenge. Many times I've wondered why I feel so compelled to build one of these systems, considering that it is effectively reinventing the wheel the hundredth time. Why not just use...