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BrainfoldBy Knarkles      

Blog at http://www.brainfold.org/blog/.

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Tuesday, July 17, 2007
Dependencies are fun.

1. It started by me thinking "hey, an FPS counter would be nice."
2. I realized that the current font rendering method (creating a texture out of the string) isn't suitable for dynamic (often-changing) text, so I would need to implement glyph-based rendering.
3. Then I realized I needed a blit method in my texture class for building the texture containing all the glyphs.
(4. At this point I researched bin packing algorithms, and found a decent quick-ish one.)
5. My implementation of the Image and Texture classes didn't lend itself too well for implementing a nice blit() method, so I had to change that: image is now a plugin category (eg. Pygame plugin, PIL plugin...). On a related note, the font package will probably also become a plugin later.
6. Realizing that constantly updating a texture that was already created would be incredibly slow, I changed Texture creating so that it's only uploaded to the GPU when it's actually used for rendering. You can also upload it manually before that.
7. And at this point, I'm about to implement blit() for the Texture class so that it actually updates the texture with the blitted region, if the texture is already uploaded.

*PHEW* I think I can finally start working backwards up the chain to implement that FPS counter this all started with...

EDIT: Inspired just a bit by HopeDagger, I'm thinking of moving my development journal off Gamedev.net to the Spineless Jelly web site. Either using the Drupal blog module or Wordpress, I'm not yet sure (or even sure if I'll move).

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Thursday, July 12, 2007


They're stars! With silly names!

This proves that:
- Billboard shader works
- Font rendering works with Silly Characters(tm)
- Screen grabbing works

*phew* A lot of work today, but I'm finally getting some concrete Results. It's still slow as hell though, so I'll have to do an optimization pass on the code at some point. And still a huge amount of work before I can call it a release.

Oh, and if it wasn't obvious, this screenshot is from the beginnings of my game project.

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Wednesday, July 11, 2007


...so yea, simple billboards with text, and not even with FreeType, as I simply couldn't solve the access violation problem. The text is rendered using Pygame. But I'm going to get back to FreeType at some point, it should be easy to support both.

I just realized my current game project is probably going to take at least ten years to make if I would fully realize it... which, of course, I probably won't do, but I like the idea of a basically infinite design which I can work on for a looong time. Of course, I'm probably going to work on smaller project too at some point.

More to come about the game and the engine in the near future, I hope!

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Monday, July 9, 2007
I was going to show a screenshot of awesome font rendering with proper kerning and stuff, but for the past few days, I've been fighting the FreeType library and specifically "access violation" errors. I'm telling you, it's madness trying to debug what's happening inside a dll library when using it from Python... But I think I know how I'm going to do it now, so if you cross your fingers, I might get that screenshot in the near future.

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