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Journal of Aardvajk



Textures and fighting with the editor

Posted by Aardvajk, 13 February 2016 · 156 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 · 351 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 · 406 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...


Modules in the Om scripting language

Posted by Aardvajk, 24 January 2016 · 621 views

Modules in Om  I never wanted to add include statements to Om. I was always very keen to ensure that each script file could be compiled in isolation without having to do any kind of old-fashioned text-insertion. I've spent quite a long time pondering the best way to approach a module system for Om. What I have finally come up with is, I hope, si...


Om: OpCodes, Varadic Functions and Reference Types

Posted by Aardvajk, 16 January 2016 · 560 views

OpCodes for the Om Virtual Machine

Just finished up writing a full list of the OpCode set that the Om virtual machine needs to support, along with a brief description of what each code does, so thought I'd dump it here. Surprisingly few really, considering some of the complexities of the language now.

This is basically what the Compiler module has t...






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