Jump to content

  • Log In with Google      Sign In   
  • Create Account

Clever Title

Boardness

Posted by , 25 July 2006 - - - - - - · 163 views

Refactored a bit of the PSP demo code. Menus, the board, etc.

Eat some more bandwidth with this video of an effect applied to the entire game board.

Ripple


Space Money

Posted by , 16 July 2006 - - - - - - · 143 views

I got a little reprieve from parenting duties this weekend, so here's the latest build of the PSP demo. I'm using Visual Studio to code and build for testing on Win32, then compiling against the PSPSDK and uploading to the real hardware. So far no major problems have come up, although it would be easier to have display lists working for using the standard bitmap font routines on the PSP.


Here's a video of an attempt to break the logic.


Currently it uses some Othello/Reversi logic to swap cube colors, and that mode of play is pretty much complete except for an exit/win condition. Hopefully I'll get more time to work on this and add some new features.



Homebrew you say? Yay!

Posted by , 10 July 2006 - - - - - - · 160 views

My new job affords me a couple of interesting perks. One of which happens to be a decent library of games along with their respective console hardware. After talking to my cube neighbor, the local PSP aficionado, I became interested in the PSP homebrew scene. So I checked out the company PSP, (which luckily is a 1.5 firmware rev) and got to tinkering. With the dev tools set up and a fresh compile of the PSPGL lib, writing 3D code for the PSP is a snap.



I have an idea for a turn based game, and if time allows I'll develop it further, but for now I'm content to have gotten something running on hardware that's a tad more exotic than a PC/Mac.



It Just Works(TM) (for the most part)

Posted by , 11 June 2006 - - - - - - · 175 views

So I took a chance and upgraded my Ubuntu installation from 5.10 to 6.6. And by upgraded ladies and gents, I mean a clean install, as there truly is no other way to install an OS. Maybe it's just that I'm fractionally more familiar with it, and conscious of the fact that I'm going to HAVE to open a shell to issue a half dozen commands, but this install was by far the quickest from blank partition to working development environment.

The default setup provides a good base, and the subsequent updates were painless. I still dislike searching through innumerable packages with Synaptic, but and once the basic dev tools (gcc, g++, headers, etc) were installed the only imperative that remained was the video drivers. Been there done that, wrote it down. Nvidia driver install was not an issue, but that's not to say it can't be greatly improved upon.

After the miserable failure of MinGW Dev Studio to do anything whatsoever on 5.10 without crashing, I had downloaded and installed Borland's C++ IDE. Atrocious interface aside, it worked. But before I went that route again, I wanted to give Code::Blocks a try. Last time an install would have required compiling it from source, which is not something I was (or am) willing to sacrifice any of my time for. Let's face it, life is too short and my family is too important for me to waste time compiling something which amounts to a trivial pursuit.

I looked... lo and behold, there was a recent nightly build in a Debian package. What happened next was beyond my wildest dreams. I downloaded it, the Debian package installer opened, Code::Blocks landed on the hard drive and was added to the development tools menu. I opened the IDE up, converted a simple Visual Studio solution and the thing just worked. Amazing.

Suffice to say I'm impressed, as it basically Just Works™. This environment is very livable if not slightly more compelling than it has been in the past. Mind you, I still think Linux has a 'slapped together' feel about it, but for now I'll say that if I HAD to work with it, I would consider it far less painful (maybe even enjoyable) than it has ever been.


Hats!

Posted by , 20 March 2006 - - - - - - · 220 views

My friend Laz got new glasses.

And a badass hat!



Did he say bad asshat?





File Nostalgia

Posted by , 26 November 2005 - - - - - - · 78 views

Have you ever gone into a massive collection of folders and files to organize them, only to find something you'd forgotten about? That happened today when I ran across scans I had made of a card box sometime in 1998.

I had scanned them to learn texturing/material application in 3DS Max, but somehow they got shuffled off into nested folder oblivion. So I cleaned them up and threw them together and voila..



They never made it into 3DS Max, but that's only because I became acquainted with Maya in the meantime.


A foray into the less-than-well-known

Posted by , 20 November 2005 - - - - - - · 65 views

So this weekend, after a bit of hacking, I've got an x86 machine running Max OSX. It's truly a weird thing to behold, having both a shiny aluminum G5 chassis and a semi-plain Dell Dimension case sitting next to each other running the same operating system.

Previous builds of my game framework using Universal Binaries on the G5 presented no problem, but for some reason or another they just weren't happy on the P4. After shuffling the project across, the x86 builds were up and running in a native configuration.

At any rate, defintely worth a day of effort to see something that almost nobody thought would ever come to pass.. a Mac OS on PC hardware.






Recent Entries

Recent Comments