The development journal of my FPSMMORPG... only joking. Big city full of zombies and Havok physics.
Made some structural changes today to prepare my newly created lighting system for use with the scene.
I've got my system gathering spotlights from a render list and drawing as many as possible in a single pass; it performs quite well with around 50 lights per pass. This render list is gathered by t…
I've got my system gathering spotlights from a render list and drawing as many as possible in a single pass; it performs quite well with around 50 lights per pass. This render list is gathered by t…
I've now set up my multiple pass system, using g-buffers for lighting, this means I can render the first pass as a single quad, then use the g-buffers rendered at the same time to perform multiple, far cheaper lighting passes.
Here is a screen shot of the result:
I still dont have properly sorted tr…
Here is a screen shot of the result:
I still dont have properly sorted tr…
I wasnt going to go with full blown deferred rendering, so only my lighting pass will be defferred. That is, the first pass (ambient light, sun light / shadow and light / shadow from one or more lightening flashes) will be rendered the old fashioned way; but at the same time as doing this pass, I w…
Today I expanded my shaders / architecture to support more than 1 light per render pass. Its my plan to implement a multipass, forward renderer with some use of seperate buffers. This is my plan for rendering things:
1) Render the geometry albedo with a single directional light w/ shadow map to repr…
1) Render the geometry albedo with a single directional light w/ shadow map to repr…
Its been a while since I last made a journal post (over a year I think) mainly because development slowed considerably; also, ive been working on physics rather than graphics, until now, so there wasnt much to show.
Here, have some per pixel lighting:
However, people keep wanting to see screen shots,…
Here, have some per pixel lighting:
However, people keep wanting to see screen shots,…
Change in plans
Well, after 3 weeks of working on work for uni, and making one of those rediculously long job applications, I've not done anything related to spawning characters.
Instead, I spent the last week making a GUI lib. This was a big change in plans, but the mood struck me, and I need a GUI …
Well, after 3 weeks of working on work for uni, and making one of those rediculously long job applications, I've not done anything related to spawning characters.
Instead, I spent the last week making a GUI lib. This was a big change in plans, but the mood struck me, and I need a GUI …
So, did a few things of interest today:
wrote a system for loading keymappings from file. The number of config files my game will use is rapidly growing. the file looks like this:
KEYBOARD
w FORWARD
s BACK
a LEFT
d RIGHT
r RELOAD
e ACTION1
f ACTION2
1 WEAPON_1
2 WEAPON_2
3 WEAPON_3
4 ITEM_1
5 ITEM_2
6 ITEM_3
7 ITE…
wrote a system for loading keymappings from file. The number of config files my game will use is rapidly growing. the file looks like this:
KEYBOARD
w FORWARD
s BACK
a LEFT
d RIGHT
r RELOAD
e ACTION1
f ACTION2
1 WEAPON_1
2 WEAPON_2
3 WEAPON_3
4 ITEM_1
5 ITEM_2
6 ITEM_3
7 ITE…
I've been ignoring my game project of late due to christmas and assignments, however I have made some progress. I've finished the resource loading system, and now have a system whereby I can load any part of the game world, and load and keep track of all the materials that part of the world needs, …
Well, its a common fact that your prediction for how long something will take is usually far too short. I've started the resource management system, and it went through several iterations. Over the week I decided to work on something unrelated to the goal in the last journal entry.
The first was wit…
The first was wit…
Todays progress:
I didnt do anything I planned today because I was too busy with Uni work. This is likely to happen alot.
Instead I've done the following things:
I upgraded my resource loading system to allow several seperate brush files. The headers for all of them are loaded during initialisation…
I didnt do anything I planned today because I was too busy with Uni work. This is likely to happen alot.
Instead I've done the following things:
I upgraded my resource loading system to allow several seperate brush files. The headers for all of them are loaded during initialisation…
Its been a while since my last journal entry, since I haven't been working on my project for a while. I didnt have any internet access for nearly a month (I cried every night) and I've been settling into a new house and university term.
I did do a little work in the last 3 weeks. I now have command …
I did do a little work in the last 3 weeks. I now have command …
New results are in! I decided not to write the header for the new file format today. Instead, I have been removing debug code from my various classes, to see how fast the system runs. Its not yet completely optimised, but its close.
After those basic improvements were made, I have cut the render-lis…
After those basic improvements were made, I have cut the render-lis…
SUCCESS!
So, it turns out that VBO's are very fast indeed. Keeping arrays of vertices on the GPU side means very little increase in rendering time with a raw increase in polygons. Here is a table of results,
The first mesh, with 18k polys, is a hill made using subdivision modelling. The second is the…
So, it turns out that VBO's are very fast indeed. Keeping arrays of vertices on the GPU side means very little increase in rendering time with a raw increase in polygons. Here is a table of results,
The first mesh, with 18k polys, is a hill made using subdivision modelling. The second is the…
SUCCESS!
So, it turns out that VBO's are very fast indeed. Keeping arrays of vertices on the GPU side means very little increase in rendering time with a raw increase in polygons. Here is a table of results,
Num polysVBOsFixed Function
18,87224ms33ms
112,68024ms110ms
The first mesh, with 1…
I didnt realise I had regular readers. Ill make a point of updating my progress every day rather than when I feel like it. Thanks alot!
I've been chatting with friends in the know about my performance issues, and came across an nvidia paper detailing the issue. Basically, because I am breaking the l…
I've been chatting with friends in the know about my performance issues, and came across an nvidia paper detailing the issue. Basically, because I am breaking the l…
I had abandoned the journal thinking that nobody read it; only 5 kind souls left comments and 2 of them were from the same person. Well, I've made some progress since 1st August, although I must confess that I did alot of procrastination.
My secret second project, which I have only shared with 1 pe…
My secret second project, which I have only shared with 1 pe…
Sorry, I didnt update the blag yesterday. I had a nasty bug in my AC3D file loader and was awake until the small hours of the afternoon (GMT) debugging it. I woke up today at 5pm. My sleeping patterns suck >:(
Yesterdays progress: New camera class is written.
The idea behind my camera system is th…
Yesterdays progress: New camera class is written.
The idea behind my camera system is th…
Today was a day for reading up on Octree culling. I read some good articles on frustum culling,
http://www.crownandcutlass.com/features/technicaldetails/frustum.html
http://www.flipcode.com/archives/Frustum_Culling.shtml
I wrote some psudocode for generating a frustum and doing the octree culling.
Seei…
http://www.crownandcutlass.com/features/technicaldetails/frustum.html
http://www.flipcode.com/archives/Frustum_Culling.shtml
I wrote some psudocode for generating a frustum and doing the octree culling.
Seei…
Yesterdays objective: Met
I was able to find the correct configuration of triangle translation, and here we have a screenshot of a mesh that was rendered with the system. What we have here is a low resolution trimesh, with one of the sections textured. It has been loaded into a collection of octrees…
I was able to find the correct configuration of triangle translation, and here we have a screenshot of a mesh that was rendered with the system. What we have here is a low resolution trimesh, with one of the sections textured. It has been loaded into a collection of octrees…
Yesterdays objective for today: Failed.
I didnt manage to make it render properly.
What it should look like:
What I am actually getting:
Two things are missing:
1) It doesn't draw the correct tris in the right places. This could be for any of a number of reasons, but I suspect it is
because the triangle…
I didnt manage to make it render properly.
What it should look like:
What I am actually getting:
Two things are missing:
1) It doesn't draw the correct tris in the right places. This could be for any of a number of reasons, but I suspect it is
because the triangle…
This is because of my dodgy sleeping patterns. I updated yesterdays journal at close to midnight (GMT+0), so it falls in the 27th. Todays journal entry will be arriving at about 6:00am, GMT+0.
[edit: better make that 6, not 5....]
I will have screenshots by then, I hope. Preliminary tests don't show …
[edit: better make that 6, not 5....]
I will have screenshots by then, I hope. Preliminary tests don't show …
CURRENT PROGRESS:
I have created and tested one of the lower level constructs, using a nested set of std::pair. Basically, this is a tuple with half the fuss. I then created a wrapper around this which used the tuple as the key to an std::map. The entire thing is named SparseGrid on the suggestion o…
I have created and tested one of the lower level constructs, using a nested set of std::pair. Basically, this is a tuple with half the fuss. I then created a wrapper around this which used the tuple as the key to an std::map. The entire thing is named SparseGrid on the suggestion o…
Currently, I am developing the new file format that I will create. This first prototype will only contain textured polygons, and will be used as a proof of concept. This is how the concept works:
Firstly, I create the mesh as usual in the modelling application. The mesh may be rather large and unwie…
Firstly, I create the mesh as usual in the modelling application. The mesh may be rather large and unwie…
Intro
This is the first installment, and I would like to introduce my project. I have always liked zombie films such as Dawn of the Dead and 28 Days Later and thought it would be cool to merge this kind of survival disaster movie with a game in the vein of GTA.
It may not be a totally unique idea, wi…
This is the first installment, and I would like to introduce my project. I have always liked zombie films such as Dawn of the Dead and 28 Days Later and thought it would be cool to merge this kind of survival disaster movie with a game in the vein of GTA.
It may not be a totally unique idea, wi…
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