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Lame? Where?!By Laz      
F A R T
First Assault Recon Team


Pending * In-Progress * Done
  • Do Nothing
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#ifndef _LAZ_GDNET_
#define _LAZ_GDNET_
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Thursday, September 29, 2005
Not much to share today, just dropping an FYI that I took the code I had and put it into a dialog box, so I can work with controls and whatnot... BEHOLD:


Click to biggify!


It looks purdy so far.

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Monday, September 26, 2005
Okay a few things. Still nothing done on Lazteroids. I'm trying to read up on perlin noise so I can proceedurally create stars and some crummy looking nebulas, similar to -->


Click to biggify


(That was the title screen for my original lazteroids game). I can't figure out this perlin noise crap for the life of me. I've read numerous articles numerous times and am still kind of confused. I'm not a very good book learner

(http://www.noisemachine.com/talk1/index.html)
(http://freespace.virgin.net/hugo.elias/models/m_perlin.htm)
(http://www.animeimaging.com/asp/PerlinNoise.aspx)
(http://www.gamedev.net/reference/articles/article2085.asp <-- just found this one, haven't read it yet.)

Also done no work on Editor Zero. Next step is to put everything in a dialog window so I can put some controls for editing the nodes (vertices) of each polygon. Also got to make sure I order them properly so they are winding counter-clockwise, then comes the awful task of figuring out how to triangulate the polys.

I know what my next game will be, which will actually utilize Editor Zero. I don't want to divulge any info, but from the few people i've told, they've liked it and said it could be cool. I hope so... but, must finish one game before starting on another.

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Friday, September 23, 2005
Dudes! Check it out!


Click to biggify


IT WORKS SO FAR! Here's the latest .EXE. Controls are still the same. Just click on the first node to close your current polygon.

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K. So I can't work on Lazteroids 2 on my crappy computer, so I decided to start on something new, aside from my little talker thing. It's a little editor that I'm calling "Editor Zero." It really serves no purpose, other than to see if I can do it.

Right now all you can do is place nodes. Can't connect them yet, or do anything else. Just draw nodes over and over. Soon (hopefully today) I will have it so the starting node can be connected with the ending node to create a polygon. I know, it's not much, but it's something to hold me over until I can get a new video card so I can continue working on Lazteroids 2 (*cough*playing games*cough*).

Screenshot:

Click to biggify


Here's the executable if you really want it, though, i'm sure you don't as it's rather quite useless. Spacebar places nodes, backspace deletes the last node, and escape erased all nodes.

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Thursday, September 22, 2005
So since my video card is borked on my good computer, i've been using a computer i once used as a server. In fact, it's sold to be a server. It's some Dell Optiplex thing, like 1GHz with 512 megs of ram, but being that it's designed to be a server, the onboard video card has like 1 meg of memory or something. HARDWARE ACCELERATED TEXT BABY!

Anyway, since I can't actually play games on it, or work on my game on it, i was thinking of researching stuff for my game. I PM'd Ysaneya a while back asking for methods that a noob such as I could use to make a decent looking starfield for a simple game such as Lazteroids. Nothing to the scope that he's got goin with his Infinity engine, but something small. He was nice enough to reply a while back and gave me some suggestions, which began with using perlin noise. My immediate reaction was "okay, make textures in photoshop!" However, since I haven't gotten that far and can't work on my game, I figured i'd research on how to do perlin noise. Reading my third article now and I still don't get it. I just can't understand some of what is being explained. *shrug* I'll try again when I haven't been sitting in a pool of my own self pitty for hours feeling like a failure at not being able to understand simple concepts like perlin noise.

Also, a little side project, is a little talker for use in a place that doesn't exist. I'm developing this in C# to help me get familure with it, and my first time using sockets, which is confusing. Never actually used a rich edit control either, so i'm not sure how to add purdy colors to it. Screenshot:



Keep in mind that's just a mockup. I've actually got it connecting and receiving and sending data, but it seems to like to crash randomly. Not sure why. Stupid sockets. I'll finger it out eventually though.

And in other news, I have exactly one week for me and my wife to decide who gets what, rent a uhaul, load the uhaul, learn how to tow a half ton pickup on a trailer with a 17' uhaul truck, give away a pregnant dog, give away a cat, and drive back to new mexico to drop off my wife/kid/her stuff, then drive to texas. The stress is on, and life is sucking.

But things will get better...

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Tuesday, September 20, 2005
So let's elaborate on what my post was about yesterday, SHALL WE?! (I apologize for doing this, i just need to vent some more) ...

So this weekend divorce came about between me and my wife, so things are really edgy at home. That's all about this weekend I'm going to divulge, but it was *much* worse than that.

So yesterday, the video card at home in my computer dies. greeeeaaaaat. That isn't a cheap thing to fix. But wait, not long after, a knock atthe door, I find out I have to be out of the trailer by the end of the month! Fucking great. So I go back to work and survive the day and go home. On my way from work to home, all the electricity in town has been shut off. WTF. So we hop in my truck because we need to go to storage. I get in the next town over and stop at a store for something to drink. I hope back IN my truck and put it in gear. Now, it's normal for my truck to clunk when I put the truck in gear, it's a 1966 Chevrolet C10 Stepside (I love my truck), as it's kinda old. What wasn't normal, was the loud splash I heard. So I get out of my truck and there's a HUGE POOL of coolant on the ground, dripping off the drivers-side front fender, and all over the inside of the hood. Great, radiator exploded. But, wait, the radiator is dry. Can't see any holes. Can't find any wet hoses. I have NFI where the coolant came from. So I drive home. Slowly. The whole time, the temp guage isn't working. Great, the temp guage broke too. Luckily I made it home.

New paragraph. I know, you should split paragraph's by thought, but this is just one long thought, so paragraphing it will make it easier to read. Anyway, I digress. So we get home, pile up in the car and go to storage. Get back and still no electricity. By now it's 8:00 and startin to get dark. 9:00 rolls around, still no power, totally dark, so we decide to go to Colville (few towns over) to go to walmart and get out of the dark. So we start to leave and I check to make sure I have my credit/debit card. It's gone. So we search for an hour/hour and a half to find it. No dice. Power finally came back on around 10:30.

This morning, argue with my wife some more, can't drive a broken truck and she won't let me drive her car since my truck is broken. I walk to work, and I get here around 10:30.

Now, let me explain something about this town. It's small. Piss ass small. Here, have some pictures. Notice the lack of living arrangements. So, finding another place to live here isn't an option. Closest place would be in Collville, 45 minutes away. That's a hell of a commute, especially in a 1966 Chevy pickup. *ESPECIALLY* in Washignton during the winter. Oi. Not to mention the multiple problems that i'm having here at this job (company having legal problems, us not getting paid on time, etc...).

I'm quitting my job and moving back home to Texas at the end of the month, and my wife and kid are going to New Mexico. If I ever find Murphy I'm going to fuck him up real good, I'm going to shove his law so far up his ass he won't be able to sit down, or take a crap for that matter, for the rest of his life. Stupid Murphy's Law. And thus concludes my GDNet LiveJournal+ entry. Please read through any typos as I don't feel like reading through to try to correct them.

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Monday, September 19, 2005
So I'm just going to say that Murphy sucks, and so does his law. When shit hits the fan, it seems to hit hard. I won't go into details , but i've just had the worst weekend of my life (it involved the ER and a cop and some other people I won't mention), and today my video card at home fried (no programming or gaming til it's fixed *frown*)and also found out at the end of the month i'll have no place to live. FUCKING YAY!

Now, onto a more fun topic, nachos rule.

[EDIT] -> The purpose of this post was to inform everyone (not that anyone cares, as my game isn't at any respectable state yet. One day people will go "Oh, I wonder how Laz's game is." rather than "Oh, Laz's journal is on top now, must read all the updated journals since last I read." :p) that I will not be able to progress until i get my video card fixed, which will be a while since I need to worry about moving in less than two weeks.

[EDIT #2] -> gdnet needs a spell checker that way I don't have to edit my posts 42 times.

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Friday, September 16, 2005
Okay, so I got bored and decided to make ASCII art of some various GDNet post icons. I realize that they suck, and that some of them aren't actually here. Chances are, if it's not here, it was either too anti-aliased or I was too lazy to make it look halfway-decent.


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Biggest waste of time. Ever. I never want to see these fucking icons again... *stabs his eyes out*

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Tuesday, September 13, 2005
So i've run into a few WTFs in the code for my Lazteroids game. Below are the two biggest and most problem causing WTFs I've come across in my code. So, for your viewing plasure, here you go. Spot the WTF!

WTF #1:
Quote:
void Matrix4f::SetX(Vec3f *vec)
{
	matrix[0] = vec->x;
	matrix[1] = vec->x;
	matrix[2] = vec->x;
}

void Matrix4f::SetY(Vec3f *vec)
{
	matrix[4] = vec->x;
	matrix[5] = vec->x;
	matrix[6] = vec->x;
}

void Matrix4f::SetZ(Vec3f *vec)
{
	matrix[8]  = vec->x;
	matrix[9]  = vec->x;
	matrix[10] = vec->x;
}


Note: Apparently .cpp doesn't mean "C plus plus" ... it means "Copy and Paste Programming" ...

And, WTF #2:
Quote:
Vec3f &Vec3f::operator-(Vec3f &vec)
{
	Vec3f _vec;

	_vec.x = x - vec.x;
	_vec.y = y - vec.y;
	_vec.z = z - vec.z;

	return vec;
}


And there we have it. Proof that I'm an idiot :)

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Monday, September 12, 2005
Okay so I think I'm going to tackle the UI next in my game. I've only written anything like this once, and it was for our Full Sail final project called "The Omega Initiative" (I swear I'll put the site back up someday).

It was rather lame in that it didn't have any windows. You could create buttons, labels and sliders. That's about all. I'd like something a little more robust for Lazteroids 2, so I'm going to do some brainstorming. Oh yeah, and you guys have to read as I brainstorm out loud. I've done a little thinking on this, but nowhere near enough, so hopefully writing this stuff down as I think it will help.

Soooo, I might go about creating a window class that takes a width and a height in the constructor. The class could hold a <vector> of a control base class, which is the base for all controls, which contains things like position, size, and value. The window class could have a function such as NewButton, NewLabel, NewTextBox, etc... that will take coordinates and such, local to the window. For example, (0, 0) would be the top left of the UI window, not the game window.

All controls will take an x-position, y-position, width, height and default value parameters upon creation. Basic controls I'd want would be:
  • Button: This control will act like a normal button. Click it and it does something. How does it know what to do? When you create it, you will pass it a function pointer. That function is called whenever the button is clicked. (*)

  • Label: Simple text label. Mainly used to label things, because things need labels.

  • Text Box: This one is tricky. I've never actually attempted to create a text box before, so it should be interesting to try and work out... *cringe*

  • Slider Bar: Typical slider. This one will take additional parameters, min-value, max-value, and ticks. Ticks is the number of "steps" in between min and max. So if you had 0 for min and 100 for max with 0 ticks, you could either have 0, or 100. If you had 1 tick, you could have 0, 50, or 100. etc...

  • Scroll Bars (?): So... there might come a time where I've put too much in one window. Do I just resize the window accordingly? Or I just draw all the overlapping crap anyway? Or do I fuck with trying to make a scrollbar? *shudder* ... I'll decide on this later.

  • Image: This will just take a texture ID number and render the texture on a polygon. Sho'nuff.

(*) Okay, so one of the problems i'm going to face is telling what has focus and what doesn't. My game uses the mouse to aim, so i can't very well give focus to a window if the user clicks where a window is while trying to fire, so I suppose I could only accept UI clicks if the game is paused. I guess in each windows update function, I can check to see if the game is paused, and if it is, then check the mouse position. If the mouse position is over the current window then the window will have focus and can register the input.

Another thing is the UI textures. How do I go about doing this? I could always hardcode the texture into the game. Just load a simple TGA file and stretch it to the length of the polygon that the window is rendered on, but that would be messy. Another option, separate TGA files for each part of the window (Top left, top right, top, left, right, bottom left, bottom right, bottom). That might work but could become messy if I want to change it later and i have to rename a bunch of files in my code. An extension of this, is I *could* just give my window class a folder name that contains filenames such as "topleft.tga", "button.tga", "slider.tga", "slidertick.tga" etc... this would allow me to have multiple windows looking differently if I want. Decisions, decisions.

So in the end, we have:
  • CWindow
  • CControl
    • CButton
    • CLabel
    • CTextBox
    • CSliderBar
    • CImage
  • CWindowManager (going to need some way to keep track of all the windows

I know it seems like a lot of hastle for such a small game, but i've literally played games where the UI was so horrible, I couldn't stand to play it. Damnit. Now that I look at all that I wrote, this will be a lot of work. If anyone has any comments or suggestions, please tell me. I'm flying blindly into this.

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Friday, September 9, 2005
Okay so I got some help from Schmedly and we got the rotation problem licked. Funny how the biggest problems are caused by the smallest things, eh?

So it all works as it should now. For anyone who's interested, click the disk to download...



-- AND --

Here's just a demo (the top disk is how it is supposed to be in-game, just a demo here) showing the camera actually WORKING PROPERLY! Now, I realize that in this one it doesn't follow the mouse properly, but come on, WORK WITH ME PEOPLE!



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Well I've been doing some work on my game lately. I switched from using the X/Y plane (and the camera looking down the Z) to using the X/Z plane, with the camera looking down the Y. It caused me quite a few headaches, and modifying the camera class to have a LookAt function on top of that, just confused me. Now everything seems to be working fine except ship rotation. I'll fix that soon enough, I suppose.

I guess I'll bless you all with a screenshot that looks a bit differenter than the others.



It's differenter because now it has a ship and not an asteroid. right. That's just my excuse for not having anything more fun to show. Damnit, at least I'm working on it, leave me alone! *cries*

Also I'm going to ditch Lameware and use Packetfrag. That seemed to be the general concensus.

By the way, the ship i'm currently using, I ripped off from Schmedly... I didn't have any other ships to use.

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Thursday, September 8, 2005
I must direct your attention to this thread. kthxbye.

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Tuesday, September 6, 2005
I want to apologize ahead of time for this. I know this isn't the place to share personal information or whatever, and I apologize for the "family videos" ... but I'm too proud to not share this...



He is the best kid ... ever. <3

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So I just had the pleasure of being interviewed about the game I'm working on, Lazteroids 2. I took the time to interview myself in a recent chat with myself in a place that doesn't exist. The transcript is as follows:

<Laz> Laz: How long has Lazteroids 2 been in development?
<Laz> Laz: About a year now
<Laz> Laz: But why is there nothing to show?
<Laz> Laz: Because you ... er ... I ... er ... us ... we ... are lame

And that concludes the interview. Wasn't it exciting? Stay tuned as more interviews may arise.

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