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Journal of Aardvajk

Personal Update

Posted by Aardvajk, 31 March 2016 · 652 views

Just a quick personal update to explain my total lack of posting here for a while. 
Had some kind of problem with my stomach and kidneys which led me to be admitted to hospital a couple of weeks ago. I was able to walk when I went in to the doctors, was rushed to the hospital in an ambulance and was blood tested and weighed - 40 kilos or 6.2 stone (I...

Frustrum Culling (with video)

Posted by Aardvajk, 17 February 2016 · 750 views

Slipped and fell down three steps flat on my face onto concrete at work yesterday. Have smashed up two knees, one ankle and one wrist. Falling over at the age of 40 is a lot less funny than it was at 20. 
On a brighter note, I've implemented basic frustrum culling in my game, meaning larger levels are now possible while maintaining efficiency. ...

Textures and fighting with the editor

Posted by Aardvajk, 13 February 2016 · 742 views

Fairly quick update today. I've added support for basic diffuse texturing to both the level editor and the game. The editor is very much bodged to support, but the game is handling it properly. 
I've added Texture and TexScale properties to the StaticMesh entity type. You can see them ringed in the next screenshot: 
At the moment...

Seamless models - harder than it looks

Posted by Aardvajk, 10 February 2016 · 779 views

Finally got finished on all of the pipeline work needed to start to use static meshes as part of the level design. Turns out it is far harder than it looks to make seamless models http://public.gamedev5.net//public/style_emoticons/default/smile.png

But it's a start. Was a lot involved in getting to this point, so for a first attempt I'm happy. Need...

Strip back the game

Posted by Aardvajk, 06 February 2016 · 855 views

I decided the other day to completely strip my game back to basics. Well, I actually started a new project and gradually moved the code I wanted over because I'm obsessive like that and wanted to keep the old code untouched for reference, but I read a very wise article about game design recently and it made the following point which rang loud bell...

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