Have just been making a few tweaks to the spaceship handling this morning.
I've added some roll to the ship when turning. Nothing properly aerodynamic or anything, just a visual effect really based on the raw mouse input the player class is reading.
I've also now added proper velocities for vertic…
The whole spirit of this project is "Keep it simple, stupid." I want to stick to a manageable scope that will actually allow me to get past the 80% engine writing and get some pleasure from the 20% polishing that actually makes a playable game.
So here we have the very first basic steps in pilotin…
Quick Saturday morning update. Only have an hour on Saturday before the meet up with non-technical friends to set the world to rights.
Still very ugly, but I'm randomly generating cave structures now. I was going to use the perlin noise for this but didn't really work so I've just implemented a rat…
Just taking a quick five minute break from work to update here (honest :)).
I've decided I want to take a break from all of the complicated stuff I've been doing lately, including planet generation, using skeletally animated characters in platform games and so on. I really want to try to invent a p…
I decided to take a step back from the noise and terrain generation and move back towards the actual generation of the mesh at varying levels of detail. Something that needs work anyway and might hopefully make some of the other stuff make a bit more sense.
I discovered pretty quickly that just a v…
So I've been making some slow progress with my planet rendering. Hit a bit of a brick wall at the moment so thought it was time to post a quick update on where I have gotten so far.
I was playing around with different noise generation methods and ended up basing one on Sean O'Neil's Sandbox project…
Just a quick entry today. Running out of morning time.
Decided I needed to take a break from level of detail on a sphere stuff so have decleared today to be Perlin Noise Day. Will need to be able to generate some kind of perlin noise based cubemap or something for height maps for my planetoids and …
As I may have recently mentioned, I've suddenly become obsessed with the idea of procedural planetary rendering. Maybe it's all the hype surrounding "No Man's Sky" but whatever is causing it, I'm stuck with the idea now.
So it seems there isn't a "SAMS Teach Yourself Planetary Rendering in 24 Hours…
Finally managed to locate a free day-time skybox generator and made a sky box for my game.
I lifted the code from my space game to add it to the platform game. Basically creating a cube map using the six faces of the texture, then generating a sky box geometry mesh using the position-only vertex fo…
Struggling to get going this morning, so thought I would update my journal for a change. Did a bit more work on the spaceship game I posted about last, until I decided once again to dust off the platform game and continue with that. The spaceship game was a neat idea but a bit too ambitious and was…
Hello all. I'm still alive and still working on hobby projects, just haven't posted here for a long, long time.
I've just commenced work on a brand new hobby project. This is going to be a space-based game called Orbit for now until something better occurs to me.
It is going to be an open-universe …
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…
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 a…
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. …
OpCodes for the Om Virtual Machine
Just finished up writing a full list of the [font='courier new']OpCode[/font] 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 com…
Just finished implementing [font='courier new']break[/font] in Om, for breaking out of [font='courier new']while[/font] and [font='courier new']for[/font] loops. Thought a write-up might be an interesting insight into the internals of the system, although I'm not sure who to .
First a quick overvie…
Hey.
Been working on a couple of containers for use in my scripting engine. Thought I'd just share them here.
First up, pod_vector is similar to std::vector but designed for use with POD types that can be trivially copied with a simple byte for byte copy. I'm not suggesting this is any faster than …
This morning, I've just finished up implementing old TombRaider style precise jumps in the game.
Now, if you press jump, you hop on the spot. If, after pressing jump, you immediately press whatever forward is with respect to the camera, you hop a fixed distance forward. If you are running and you …
Have been spending a bit of time improving the edge traversal stuff this week. I had to make a few mods to my model editor as I uncovered some issues when trying to improve the animation, which was a bit of a side-track, but always good to get things working right in there.
The slightly improved s…
So we got the basic mechanics of edge traversal finally working, kind of. Excuse the dodgy animation, just a placeholder.
The idea is we maintain a contact point at each hand, offset slightly from the centre position. Each offset is a reference to an edge i.e. a pointer to the body, an index to id…