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Member Since 04 Feb 2008
Offline Last Active Yesterday, 07:48 PM

Fastcall's Development Blog > It’s happening

Posted fastcall22 on 26 April 2016 - 12:40 AM

Oh boy, it’s happening.

http://i.imgur.com/fy3Usda.png (665 KB) 
Learned how to cycles render. Basic water ‘n’ stuff-- still needs some work.

Fastcall's Development Blog > Doodle

Posted fastcall22 on 25 April 2016 - 12:02 AM

Just a doodle. 
http://i.imgur.com/DeyN9TZ.png (177.8KB)

Fastcall's Development Blog > Block Transfers, Buffers, and Audio

Posted fastcall22 on 15 April 2016 - 10:16 PM

Waiting for Visual Studio to update, so I thought I’d write something. When working with streams such as file or audio processing, you usually run into the same problem: How to copy the most data without knowing how large the stream of data is. I solved a similar problem at work and in my audio synthesizer. In the case of the synthesizer, I wanted an...

Fastcall's Development Blog > Maximized IPBoard Chat

Posted fastcall22 on 21 February 2016 - 05:38 PM

Hi there. It’s been a while. Spent some time today fixing up the stupid IPBoard chat. I somehow managed to monkey-patch IPBoard’s styles to maximize use of screen space:



The style can be found below and can b...

Fastcall's Development Blog > Quick Opaque Pointer Example

Posted fastcall22 on 31 December 2015 - 07:05 PM

Hi there.

Someone on the chat today was asking about the pimpl idiom, and I thought I'd write up a quick little example. The purpose of an opaque pointer is to move the the implementation specific dependencies (types, macros, includes, and et. al.) away from the header and into the actual source where its used. Including "Foobar.h" from "Unrelated.cpp"...

Fastcall's Development Blog > Learning Blender

Posted fastcall22 on 29 November 2015 - 12:32 PM

Hi there! Long time no see. Been busy, but learning Blender. I figured if I knew my way around various GNU programs (GNU screen, less, vim) and their keyboard shortcuts, how bad could Blender be? I've spent the past few days learning blender, and I am loving it! Though, compared to 3dsmax, the object modifier stack is a bit limiting. I originally set...

Fastcall's Development Blog > Pongout 0.83 WIP

Posted fastcall22 on 26 September 2015 - 03:35 PM

Well, it's about time I posted some progress pics of the game I've been working on the past month or so. http://public.gamedev5.net//public/style_emoticons/default/smile.png

Pongout is a crossover of breakout and pong, written in moonscript. It originally started as a test to see how Box2D will behave in a breakout game, and then suddenly the rest of th...

Fastcall's Development Blog > Forcing Consistent Console Properties in Windows

Posted fastcall22 on 22 August 2015 - 05:46 PM

This doesn't really belong as a gamedev.net article, so I'm posting this here.

If you spend most of your working day inside terminals like I do, then you might agree to having a consistent terminal experience. Font style, colors, and options such as "QuickEdit" and "Insert Mode" should be consistent throughout all terminal applications in W...

Fastcall's Development Blog > IPBoard Extensions v1.5

Posted fastcall22 on 13 August 2015 - 10:28 AM

Added new emotes.
Fixed literal backslash escaping.
Changed users command to link users to their profiles.
And various other things since version 1.0 that I've forgotten.

// ==UserScript==// @name IPBoard Extensions// @namespace fastcall22.com// @include http://www.gamedev.net/chat/*// @version 1.5// @grant none// =...

Fastcall's Development Blog > FM Synth and Plotting with PowerShell

Posted fastcall22 on 02 August 2015 - 11:10 PM

Beep boop, making progress on my FM synthesizer. Had a nasty popping sound with my phase-feedback logic and needed some way to rapidly graph out the logic. Powershell to the rescue:

# plot-sample.ps1$samples = 1024;$width = 2048;$height = 512;[Reflection.Assembly]::LoadWithPartialName("System.Drawing");$bmp = new-object Drawing.Bitmap $width, $heigh...

Fastcall's Development Blog > Vertex Shaders and Textures for YAGSS

Posted fastcall22 on 31 May 2015 - 10:35 PM

This a continuation of the Yet Another Generic Space Shooter (YAGSS) game.

Most of the graphics programming I've learned has been done through software rendering and fixed-function OpenGL, so I wasn't sure what to expect when writing my first real vertex shader. The sprites themselves would be simple, only having x, y, rotation, and scale as properties,...

Fastcall's Development Blog > Automatically Generating Sprites for a Space Shooter

Posted fastcall22 on 18 May 2015 - 02:26 AM

I'm writing yet another generic space shooter while learning WTL, DirectX, and modern graphics programming along the way. Today was spent writing a script to build SVG fragments into a texture atlas. Here's the result of today's work:

Sample generated atlas generated from SVG fragments <!-- ?size=0 0 12 12 --><path d="m0 0v12h12v-12...

Fastcall's Development Blog > IPBoard Chat Extension

Posted fastcall22 on 12 May 2015 - 01:39 AM

So I finally sat down and spent a Saturday morning extending IPBoard chat client. It works by rerouting IPBoard.prototype.chat to a custom function, which then transforms the message text through a series of WTF-regexes. This script should be installed as a Greasemonkey script, but it could also be copy-pasta'd into a developer tool's javascript window....