Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
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Aardvajk
May 06, 2014
Edge Clipping
Well, that was all a bit hardcore. Decided that the only way I could get edge walking working the way I wanted was to preprocess the edges to turn this:



Into this:



I was…
1,510 views
Aardvajk
May 05, 2014
Don't Walk Off That Edge!
Added support for showing the outlines of the phyiscs shapes, along with the normals of the edges for polygons and, yes, you can enable/disable this from the console



Preventing your character from walking off edges is proving to be s…
1,462 views
Aardvajk
May 04, 2014
Demo videos are here...


Installed CamStudio and messed about getting it working, then jumped through various hoops to access YouTube. Seems I can…
1,251 views
Aardvajk
May 03, 2014
Progress Report


Still making progress at a reasonable rate. I've added facility in the editor to autocreate texture coordinates on the collision shapes and set up the game so that it can load textures and meshes from the level file in an arbitrary w…
1,062 views
Aardvajk
May 01, 2014
Every game needs a console...
Every game needs a console, and here is mine...



Never one for keeping things simple, I decided that I wanted to unify the console inputs and file configuration system by inventing a new language called XCS (extensible configuration sc…
1,330 views
Aardvajk
April 30, 2014
Shadows
Decided to celebrate getting the character controller stable by having a big break from physics for a while and get some graphical stuff working. Getting the model and animations integrated was a quick job as I'd written and polished my code for this stuff in the 2D game (animation controller, blen…
1,441 views
Aardvajk
April 27, 2014
Victory (rather than death, jolly good)
Flying along now the fiddly bits are sorted. Implemented crouching, with the obligatory only stand up if there is room behaviour in the character controller. All seems to work very well so far.

Been messing about today as well with the systems I have to make debugging shapes for rendering. I had a b…
1,373 views
Aardvajk
April 26, 2014
CharacterController II, this time its personal...
Scrap the last entry with that stupid hack for preventing slope climbing. Turns out there is a proper geometric solution that was easier than I could have ever expected.

When the GJK returns a separation vector, you can dot this (normalized) with the world up vector to produce a value that you can u…
1,393 views
Aardvajk
April 25, 2014
Continued adventures in CharacterControlling
Somewhere in a dark corner of Eastern Europe, there must be an asylum for programmers who have dared to try to implement a robust character controller. Listen - you can almost hear their pathetic mewling. Poor, lost souls, doomed forever to crouch in the corner of filthy cells, doing trigonometry o…
1,141 views
Aardvajk
April 19, 2014
Further CharacterController developments
Still driving myself mad with character controllers. Hopefully a bit of progress this morning though.

Part of the issue is locking the character to the floor, so that we only need to apply gravity when he isn't grounded. If we just do this naively, only applying gravity if the distance is greater th…
1,125 views
Aardvajk
April 16, 2014
Back to CharacterControllers


Dumped the 2D game. It was going okay technically but just wasn't fun to play so had to make the decision to scrap it.

Back determined to write a 3D platform game again, so back to grappling with a 3D character controller. Learned a f…
1,466 views
Aardvajk
April 04, 2014
3D modelling again
Just a quick image of the kind of model it is now getting possible (dare I say, easy and fun) to create with Charm now a lot of the irritations are being ironed out. Nothing like writing a piece of software to actually use yourself to make you focus on the minutea.

Need to get a very cartoony charac…
1,547 views
Aardvajk
March 27, 2014
New Game Prototyping
Decided to ditch the 3D platformer for the time being and go back to writing a 2D platformer. I find a 2D game demands less in terms of quality of content and isn't as immediately comparable to AAA experiences and can be a lot more simple fun.

I'm still using 3D rendering approaches but in an orthog…
1,508 views
Aardvajk
March 01, 2014
Thief - dreadful
Wow. Thief is appalling. I tried so hard to like it but I can't.

I'm now installing Thief 2: The Metal Age. Would rather play that again than this shite. First Tomb Raider, now this. I give up on modern gaming.
1,348 views
Aardvajk
February 01, 2014
Black Triangle (well, red cat-man)
Bit of a black triangle screenshot but finally, after many weeks of preparation, have managed to:

a) Make a model I don't despise too much to use, using my modeller
b) Rig it
c) Export it from my modeller in a format friendly for my "game"
d) Replace the capsule with the character
e) Export a single pos…
1,467 views
Aardvajk
January 30, 2014
Various updates
Working on a new character in the editor at the moment but still developing the editor as I go.

Most recent features include a Groups system that allows you to store and name groups of any selection (vertices, faces, joints) and reselect easily. I took the approach of using an autogenerated ID numbe…
1,262 views
Aardvajk
January 14, 2014
3D Modeller - vertex weighting
This is a work-in-progress of the latest character being created with Charm just to test out the interface.

To ease weighting vertices, I've come up with the panel visible in the screenshot that you can use directly from the interface to edit the weights of selected vertices. I've also enabled verte…
1,348 views
Aardvajk
January 11, 2014
3D Modeller Redux
Progress with the 3D platformer physics has led to the need for animated models so have dusted off the half-finished 3D modeller I was working on and pushed forward a bit.

Its kind of like a nicer looking Milkshape by design. I'm using Qt for the GUI and Direct3D for the rendering and it currently h…
1,214 views
Aardvajk
December 28, 2013
Aardvajk Lives...
Well, its been a while since I updated this journal, or even spent any significant time on GDNet but I live and am still writing game stuff in my spare time.

The most recent push has been towards a 3D platform game. The image shows the current prototype in action.

I've managed to cobble together a wo…
1,380 views
Aardvajk
April 17, 2013
3D Modeller Progress
Just a quick update on Charm, my 3D character modeller.

I've implemented a vertex shader system to deform the model according to up to four vertex weights that is all working fine. You can assign a colour to each bone and the screenshot shows the model coloured based on its vertex weights. In animat…
1,531 views
Aardvajk
March 24, 2013
3D Modeller Progress
So sure, I've not posted for a while but been very busy actually, just not felt the urge to put a journal up for some reason but reached a good milestone today on my pet project so thought I'd start to try to drum up a bit of interest.

Charm (Character Modeller) is a Milkshape inspired low-polygon 3…
1,691 views
Aardvajk
January 01, 2013
Character Controller coping with slopes
Very happy with the latest bit of progress. I've got a system working now where a character moves smoothly up and down slopes without sliding.

The controller tracks a floor face that it is currently 'on'. If no face is set, when the collision detection runs, if an object returns a separation vector …
1,755 views
Aardvajk
December 30, 2012
Character Controller development
I wrote a miniature level editor and have got the basics of a capsule-based character controller working now. It correctly collides with the various objects as you move it around, including sliding and resolving the awkward cases where resolving a collision with one shape causes a collision with an…
1,105 views
Aardvajk
December 25, 2012
Christmas Adventures with Gilbert, Johnson and Keerthi
Seem to be getting there slowly. It is tough making this numerically stable but making progress. Just got some issues left with an infinite loop on the flat faces but I'm hoping the simplex at the time is close enough to the optimum.

Funny, would have expected the infinite loop to occur around the c…
1,295 views
Aardvajk
December 23, 2012
Visualising 3D Minkowski Sums
I've finished the development of the 2D GJK implementation, including both margin-based resolution for shallow penetrations and unit-circle sampling for approximate resolution for deeper checks and the time has come to start to try to implement this in 3D.

Something that was very handy during workin…
1,599 views
Aardvajk
November 30, 2012
I can haz GJK algorithm?
Been implementing 2D GJK with expanding polytope algorithm just for fun and in preparation for tackling it in 3D.

Its one of those things that is not as complicated as it seems.

The two shapes in the example above are composites formed by combining two simpler shapes. The beauty of GJK is that only t…
2,036 views
Aardvajk
August 18, 2012
Opus 3D Update


Thought it was about time I gave you all an update on Opus, my 3D modeller. Despite the lack of journalling, there has been a huge amount of work done and a great deal accomplished, so I'm going to have to talk about the features ove…
1,569 views
Aardvajk
July 03, 2012
Still Alive
Long time no post, but been busy. Mainly work but finding the odd bit of time now and again to work on the 3D modelling package. It's being rewritten from scratch in Qt which is making it easier to create a nice, sleek user interface.

The bones of the rendering is done. I'm developing the user inter…
1,428 views
Aardvajk
May 16, 2012
Opus 3D revisited
So yes, writing a Window framework was indeed a stupid idea and I've given up. I've decided instead to rewrite Opus, my low-poly 3D modeller, using Qt. I like Qt personally.

I've been developing the above for the main workspace area. It's a SplitWidget. You can take any child widget and split it hor…
1,386 views
Aardvajk
May 05, 2012
Ox - Window Framework
[source lang="cpp"]

#include <windows.h>

#include "OxApplication.h"
#include "OxWidget.h"
#include "OxMainWindow.h"
#include "OxPushButton.h"

class Window : public Ox::MainWindow
{
public:
Window();

private:
void changeTitle(Object *sender){ setWindowTitle("Clicked!"); }

Ox::PushButton *button;
};

Windo…
1,562 views
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