Journal of Aardvajk

Vague rambling with the occasional tangible result
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21 followers
744 entries
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Aardvajk
November 21, 2015
Edge Grabbing
Afternoon.



Got the start of edge grabbing working now. You have to hold down left mouse while jumping or falling to enter the grabbing state, then the system will attach the character to an edge when it is close enough, locking him into the correct position and orientation.

Next up I'm going to tackl…
13,772 views
Aardvajk
October 31, 2015
Improving the player model (now with face colours! :))
Just a quick post to show I'm still alive and that my game is not yet dead. Work has been pretty busy and the clocks changing in the UK has completely thrown off my body clock (what was 4pm is now 3pm) so not got a lot of hobby stuff done lately.

I've been making some slow improvements and changes t…
2,166 views
Aardvajk
October 11, 2015
Edge Walking (and an amusing bug)
Morning.

Was working on improving the shapes for the ragdoll to make them a better fit to the model over the last few days. Made a bit of a mistake with the size of a head sphere, which produced this wonderful out-take I share for your viewing pleassure:



Hope that made you giggle as much as it did me…
3,450 views
Aardvajk
October 03, 2015
Ragdoll - It begins... (with two edits and new vids since posting)


Following my last, rather angry, post about trying to get the Bullet constraints to work, I took a step back and breathed deeply for a while, then figured out where I was going wrong.

In short, you have to provide two transforms to ea…
2,712 views
Aardvajk
September 23, 2015
Rag Doll progress


This is without doubt the most fiddly bloody thing I've ever tried to do, but we are making some slow progress. Generating a rag doll from the mesh skeleton.

I do not understand the transforms I have to pass to Bullet when creating the constraints. They make absolutely no sense to me, so I'm reduced…
1,900 views
Aardvajk
September 17, 2015
Hinges


In my preparation for rag doll animation, something has been troubling me.

What I will want to do is start the rag doll in whatever pose the character is from the animation system, then allow the physics to take over. Have been thinking about this in relation to the constraints (hinges and cone twis…
1,558 views
Aardvajk
September 13, 2015
Constraints


I'm pushing forward with adding the constraints system to my "engine/game/whatever" now. Bullet provides a comprehensive range of constraints for connecting rigid bodies together, but the API doesn't do much in terms of management. You just have to ensure you have removed all the constraints attach…
2,359 views
Aardvajk
September 07, 2015
Jumping Beans


Just a quick post to say I've added jumping states to the PC state machine now, finishing off the very basic movement system.



If the character is running when the jump key is pressed, the machine switches directly to the PcState::Jump…
1,581 views
Aardvajk
September 03, 2015
Character Controller - shadows, animated meshes and state machines


I've integrated an animated model as the main character since last time, created a nice, tidy state machine to handle the character states and added back in shadow mapping. Obligatory video showing all this here:

[media][/media]

Fini…
1,696 views
Aardvajk
August 25, 2015
Character Controller - Video
[media][/media]

Seems legit

Pretty stable so far, slope walking, maximum slope angle, interaction with dynamic and static bodies okay, fixed nicely to the floor when grounded. Note this Kcc is being driven by very naive inputs. No accumulating velocities or anything like that at the moment.

Certainly…
1,550 views
Aardvajk
August 23, 2015
Character Controller progress


Some good progress this morning. The player capsule (red) now correctly glides and slides around the environment, no longer penetrating either the static or dynamic shapes, and we have the floor ray cast set up and working to detect …
1,604 views
Aardvajk
August 22, 2015
Grappling with Bullet Physics



Well, Bullet Physics turns out to be, um, quirky, to say the least. Not that I'm complaining, its amazingly well written and stable and very easy to get it set up to do the basic convex shapes rolling around a level, but…

3,120 views
Aardvajk
August 16, 2015
(Yet Another) New Project
I've decided to scrap the first person game and start again. Just don't seem to find writing a first person game as much fun as a third person platformer for some reason. Something to do with getting not much graphical pay-off from pouring all the effort into the player character I think.

Read more in Journal of Aardvajk
1,331 views
Aardvajk
August 02, 2015
Home made arms
So the problem with those wonderful detailed arms from MakeHuman is that they are impossible to rig using Charm, since it is designed as a low-polygon editor and hasn't (yet) got any support for fancy weight painting. Gave up and made a set of my own deliberately basic arms, so I can at least start…
1,236 views
Aardvajk
July 28, 2015
Wavefront OBJ imports


Just a quick post to say that, as I'm completely fed up with trying to make a model of a hand myself, I've finally gotten around to adding an OBJ importer to Charm so I can chop bits off a MakeHuman model instead

I used this excelle…
1,205 views
Aardvajk
July 24, 2015
Grapple Game - progress update


Making some progress on the grappling game, as this poor quality video hopefully shows. You can run around, jump and use the grapple to pull yourself to any point in the level.



Excuse the disembodied arms. Just checking my skeletal an…
2,048 views
Aardvajk
July 05, 2015
Cube Shadow Mapping


Managed to get cube shadow mapping working today. I'm not completely happy with the result but it was certainly easy enough to set up in the end, once I figured my way around the inevitable issues and artifacts. I'm using a 1024x1024…
2,488 views
Aardvajk
July 03, 2015
New Project


Just a quick entry to say that the scripting engine is on hold while I start a new game project. Just been playing around getting normal mapping and specular lighting working with a single omnidirectional point light.

The basic idea i…
1,329 views
Aardvajk
May 31, 2015
Om rewrite #4
Quick post from phone.

Have decided to restart Om from scratch again. Too much unexpected things have made the current implementation feel icky. Mainly the running of object destructors but sure there are other things too.

Issues to consider from day one on this iteration are:

* decrementing a referen…
1,250 views
Aardvajk
May 29, 2015
Destructor Access to Execution Context
Destructor Access to Execution Context

Having got [font='courier new']this[/font] working in destructors as per the last entry, the next challenge I decided to get into was making it possible to access values in the surrounding execution context from within the destructor body. Sounds simple, huh? H…
1,182 views
Aardvajk
May 25, 2015
Om Destructor Woes
Om Destructor Woes

"Had I knowm, I would have been a watchmaker," is perhaps wrongly quoted to Einstein I believe on his discovery that E=MC2 meant the possibility of the atomic bomb. Well "Had I known, I would have never added destructors to Om" is my equivalent.

Wow, it makes life difficult. So aft…
1,470 views
Aardvajk
May 19, 2015
Om Prototype Inheritance and Object Destructors
Om Prototype Inheritance and Destructors

Been a while since an update since I've been mainly reimplementing all of the basic functionality into the now third incarnation of Om that has been already described in previous entries. I've made everything a lot more efficient than it was before and tried …
1,216 views
Aardvajk
April 30, 2015
Om and the FunArg Problem
Om and the FunArg Problem

There is a problem with languages that support functions as first class citizens which turns out to be very well studied and even has a proper name according to Wikipedia - the funarg problem. After weeks of pondering, I've finally come up with a solution for Om that fulfil…
1,883 views
Aardvajk
April 24, 2015
Allocator Pools
After a brief battle with a bad phase of mental health issues, I've yet again restarted Om from scratch. I want to try a different approach to look up of variables this time as I was encountering some problems using the approach of storing indices from top of stack backwards. Instead this time, I'm…
1,311 views
Aardvajk
April 11, 2015
Om: Short Circuit Evaluation, Ternary Operators and Native Functions
Short Circuit Evaluation

The way I'd previously been doing and and or in the VM was with specific instructions, [font='courier new']OpCode::Land[/font] and [font='courier new']OpCode::Lor[/font], which popped the top two stack values, then pushed the boolean result of anding or oring their boolean i…
1,604 views
Aardvajk
April 08, 2015
Control Structures in Om
Control Structures in Om

I've just finished up the basic control structures for the Om language and virtual machine, namely while, if/else and two forms of for loop. The second form of the for loop, what we'll call the for-each, is a little bit more interesting but I'll explain how the normal struct…
1,867 views
Aardvajk
April 02, 2015
Inside the Om Virtual Machine
Inside the Om Virtual Machine

I've basically rewritten the entire project from scratch since my last entry since I really felt I could do better in terms of organisation and wanted to pay more attention to correctly releasing resources when an error occurred. I'm nearly back at the same point of fun…
3,058 views
Aardvajk
March 18, 2015
Om

Om

Thought rather than posting random stream of conciousness updates about the Om scripting language, I'd try and post a bit more of a structured introduction to the syntax today. Will write some stuff up about the C++ API as an when it is more finished.

Om is a dynamically typed language, in that each…
1,861 views
Aardvajk
March 15, 2015
Om scripting progress
Flying along with the scripting language. Have implemented Array types as well as Object types now. Example of some of the things you can do:[code=:0]var o ={ var x = [ 10, 20, "hello" ]; var f = func { return this; };};var a ={ var x = 20;};a.f = o.f;out ++o.f().x[1], "\n";ou…
1,417 views
Aardvajk
March 08, 2015
Side Project - Om Script
I'm working on a side project alongside my game, a dynamically typed scripting language for execution on a virtual machine. It will become part of the game eventually but its a fun project in its own right and one that has long fascinated me. The language is named Om, after the holy symbol chanted …
1,338 views
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