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Blog at http://www.brainfold.org/blog/.
Visit #python3d on the Freenode network.
| Thursday, August 23, 2007 |
 Bits and pieces |
Posted - 8/23/2007 2:22:17 AM | I ordered some partz for my com-paa-teh:
Gigabyte GA-P35-DS3R
Core 2 Duo E6550
Sapphire Radeon X1950 Pro Ultimate
2GB of memory
The evil Social Life has still been interfering with my Game Development Stuff (and amount of sleep), but no worries people, nothing has been abandoned.
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 All work and no play... |
Posted - 8/20/2007 12:35:10 AM | Had a real fun weekend. 
Now it's back to work, I started this morning by continuing to implement OpenAL support. I think I'm going to work on that and the Schema tool at the same time.
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 Real Life |
Posted - 8/14/2007 3:06:21 AM | Real Life has been interfering with development again , so I'm not expecting to get any coding done this week. Hope I'll get back up to speed next week!
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 Horizons |
Posted - 8/13/2007 11:46:41 AM | New parts for my ancientish computer on the horizon (planning to buy in a month):
- Core 2 Duo E6750 to replace Athlon XP 2500+
- Radeon X1950 Pro PCI-E to replace Geforce 6600GT AGP
- 2GB of DDR2 memory to replace 1GB of DDR memory
- A motherboard to support it all
The games that broke the camel's back (ie. are practically unplayable on my current computer) are Armed Assault, Supreme Commander and Test Drive Unlimited.
I just wish I wasn't so tight on money so that I would feel a bit more comfortable about this update... :P
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 Scheming |
Posted - 8/10/2007 3:22:32 AM | I haven't got a lot of programming done in the past few days because first, I've been studying XML Schema for the COLLADA schema tool; second, it's been too damn hot for my brain to function (granted, "only" about 28C which might not seem too hot for those of you living in Sahara or something) and third, my group had an awesome capoeira show yesterday! There was an insane amount of people there (well, insane for the space at least, people were climbing on tables) and it was a huge success, yay!
I did continue OpenAL support for a bit to get something else to think about coding-wise. Don't want to get stuck with one problem for too long to avoid losing motivation.
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 News |
Posted - 8/7/2007 4:26:52 AM | Here, on the Spineless Jelly web site.
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 PIL, XML and other 3-letter acronyms |
Posted - 8/5/2007 11:30:45 AM | PIL (Python Imaging Library) support was really easy to add with my plugin system in place, providing better image format support and other features if you have it installed. For example, it directly supports grayscale images with an alpha channel, while the Pygame image module supports neither. With Pygame, you have to load such images as RGBA textures, while PIL allows to load them as LUMINANCE_ALPHA, saving processing power, bandwidth and texture memory. Pygame also only supports saving images as BMP.
I was considering how to best reimplement COLLADA loading, and I think my best bet might be to write a tool to generate Python modules directly from the COLLADA XML Schema. Mixing XML tree handling code and scene generating code just seems a bit too hackish... I already tried using generateDS for this, but it just hung up (infinite loop?) after generating about 1.3MB(!) worth of Python code. I couldn't find another tool for doing this, so I'll look into writing one myself. Stay tuned for results.
After I finish COLLADA loading (at least as much as I'm going to do for this release), I might have some nicer screenshots for you to drool at. 
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 Working hours |
Posted - 8/3/2007 3:08:18 AM | Spineless Jelly is going steadily forward even with the lack of updates.
It's strange: it seems I'm most productive early in the morning and very late in the night. This, of course, doesn't fit quite that well with the "having a job" part of my life... Of course, if I didn't have a social life, I could sleep in the afternoons, work on the project during the night and still go to work. 
Btw, I'm not going to move the journal off GameDev, at least not yet...
Since the last update, I've mostly been working on:
- Reorganizing the engine (ooh, clean and elegant)
- Writing proper dynamic text rendering (rendering to a texture each frame just doesn't quite cut it)
- Improving resource management (resources can now be loaded from zip files, and a host of other features)
I should start rewriting the COLLADA loader to be easier to understand and extend, while also supporting COLLADA FX. I'm also going to add COLLADA Physics support later when physics simulation is added to the engine (at the moment, my top candidate is Bullet). Too bad the official COLLADA API is C++, so it's practically impossible to wrap to use with Python. While working on COLLADA FX support, I'm also going to refine shader and multipass rendering support.
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