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Chronicles of the Hieroglyph



Physx Integration Continues

Posted by Jason Z, 09 September 2006 · 61 views

I have been busy integrating Physx into my engine, and I decided on the first project that will use it. I am going to make a sequel to my original game Lunar Rift. The new game will include a much needed graphics overhaul, real physics for all game objects, and a much better gameplay mechanism that will allow you to control the squads better.

All in...


PhysX Fun!

Posted by Jason Z, 17 August 2006 · 73 views

I have been having fun integrating the PhysX system into my engine. Originally I was going to try to make it an add on to the existing system with the use of 'controllers' (Dave Eberly Lingo), but ultimately decided that putting the reference to the physics actor in the object that the actor is simulating made more sense.

All in all, the integration...


Shader X4 and PhysX

Posted by Jason Z, 10 August 2006 · 94 views

I finally received my copy of Shader X4 yesterday. It's always good to read about some of the latest advances and techniques to help you come up with more ideas. My productivity is probably going to be pretty low for the next week or so...

While trying to update my Lunar Rift code, I basically decided to leave it as it is for now. I actually made a few...


XNA Build

Posted by Jason Z, 06 August 2006 · 137 views

After reading superpig's post about XNA Build and that it included a commercial code base, I decided to download it and check it out. It is always interesting to me to look at a completed game and see how they do things differently than I do. It should be fun...





Silhouette rendering article

Posted by Jason Z, 04 August 2006 · 146 views

I am just putting the finishing touches on another article. It details a method that I am using for fast, older hardware capable silhouettes, ridges, and valleys. Hopefully someone out there will find some use for it. I should be able to submit it relatively soon...


Not a whole lot going on other than that. I have lunar rift updated, but I...


Revisiting my old friend

Posted by Jason Z, 01 August 2006 · 109 views

While trying to figure out what my next rendering project would be, I decided to revisit my first game, Lunar Rift, and see how it was doing. I spent almost two years developing Heiroglyph (the engine) alongside Lunar Rift (pilot application), and am actually quite proud of how the game ended up.

I have made significant changes to the engine since I last...


GUI in the scene graph??!!??!!

Posted by Jason Z, 25 July 2006 · 161 views

It sounds pretty crazy, but putting the GUI into the scene graph was actually one of the best changes I have ever made to the display system. All of the work and testing that I have done on my scenegraph object rendering code is now brought to bear on the GUI, which had previously been used as a single object with non-scene graph sub-objects...


More GUI fun

Posted by Jason Z, 24 July 2006 · 148 views

Well, I recently posted about how best to use the directx effect file system to control state changes, in particular how to minimize texture changes. The best suggestion that I got was to use the ID3DXEffectStateManager and take control of how the states are being set.

This was actually much easier than I thought it would be. There is a sample...






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