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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

NanoTera



Boot.stem

Posted by MotionCoil, 29 August 2006 · 21 views

Boot.stem


Like I said in my last post, I am getting the foundations to a C-Like scripting language in place as the native scripting language for the engine. There are several reasons why I decided to go head first into a making it C-Like:
1- Its easier to write scripts in since it looks a bit like the rest of the engine
2- Its easily imported into Visual...


Reformatted

Posted by MotionCoil, 27 August 2006 · 19 views

Reformatted


Welcome to my reformatted journal!

Reformatted? It looks like my other entries. That may be true from a cosmetic point of view, however I have changed the way I view my journal- thats the reformat.

From now on I'm not going to update the journal every now and then based on Nanostem developments but also from what I have personally...


Design Tip #476: Make sure every team member is designing the same game

Posted by MotionCoil, 27 May 2006 · 17 views

Design Tip #476: Make sure every team member is designing the same game

In answer to the query I received from Mushu on my last entry:

Its not that bad migrating code since there is only about a months worth of development in the engine. It may seem quite a bit but most of it is tweaks an things. Having said that, there has been alot of...


NanoStem Migration Update

Posted by MotionCoil, 23 May 2006 · 16 views

NanoStem Migration Update


As I said previously, I initiated a group decision to migrate all the old OpenGL code to DirectX.

Well, for the past 3 days I have been very busy rewriting pretty much everything and I'm still not there.
Basically, I had the implementation in my head but inorder to do it with DirectX I had to rewrite the main base of the engine....


Migration

Posted by MotionCoil, 21 May 2006 · 12 views

Migration


Hey all

After about 1 month of development and having sorted out quite a few of the native formats for the engine we had a team discussion, initiated by yours truely, and we have come to an agreement that I will migrate all the current code over to DirectX. We came to this dicision for a number of reasons, including the intuitive structure of...


Its a bit Shady

Posted by MotionCoil, 07 May 2006 · 10 views

Its A Bit Shady


Hey all

Just posting to say I have been working very hard on not only college work but also our engine. The landscape editor is becoming a most useful test bed for the engine. I'm using it to systematically implement and test features of the engine that are on my checklist. 4 days ago I managed to get simple lighting to...


Finally getting back

Posted by MotionCoil, 30 April 2006 · 8 views

Finally I'm getting back into the project.

I sat down today and decided to start work on the editor. Basically I need to write a terrain editor for us and so far its been quite fun. Infact, version 0.1 of the editor (current version) has had the honour of my girlfriend actually enjoy playing around with it. Its about 6 hours of development into the...


Its all so Procedural!

Posted by MotionCoil, 29 March 2006 · 8 views

Hey

I have two things happening at the same time at the moment, and they are both quite procedural:



For our course we have to learn the basics of MatLab but typical of me I'm throwing myself well into it. Its actually a very intuitive language for hardcore maths... thingys.
By the end of this semester each group, we've been split into 3 groups, has to...






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