Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 11 May 2006
Offline Last Active Jun 20 2016 06:04 AM

Journal Entries

Journal of Matt328 > 42

Posted 09 February 2012

This was originally going to be a reply to this thread, but I think it kinda took on a life of its own. Usually I keep my journal posts technical, but I guess some philosophical musings here and there are good for the creative process. This was partly...

Journal of Matt328 > More Deferred Rendering

Posted 21 September 2011

It's about time for my bi-yearly post here at gdnet, so here goes. I've gotten a single directional light working, a huge milestone after shelving the project for the better part of this year. The directional light is still being rendered directly onto the main render target, and my next task is to break out another render target and texture, and...

Journal of Matt328 > Model Loading / Deferred Rendering

Posted 18 January 2011

Those two concepts don't necessarily have much in common, other than the fact that I've finished one and started another since my last journal entry.

I'm fairly pleased with the model loading. At first I was just loading models in the Milkshape3D format, which due to the way the format is optimized for, well, Milkshape itself, the processing I...

Journal of Matt328 > Short Update

Posted 13 November 2010

Keeping in line with my rule #2 from last night's post, I was able to get my logger to send its log messages to my WinForms app. However the means are a little questionable.

Calling native code from managed wasn't too hard to figure out. I created a C++/CLR dll which interfaces with my native library. The native library is compiled as a static library,...

Journal of Matt328 > Lua Part (LuaParts.MaxValue)

Posted 12 November 2010

Integrating Lua scripting into my game didn't exactly turn out as exciting as I thought it would. It is pretty sweet to type cube:SetPosition(x, y, z) in the console, and actually have the cube move around on the screen though. I'm not feeling like detailing much of the implementation because I don't think its really anything special at this point. ...