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Member Since 06 Apr 2010
Offline Last Active Aug 23 2015 07:41 AM

Topics I've Started

Making game tools/editor in java

08 August 2015 - 01:34 AM

Hi fellow gamedevs! smile.png


I'm making a 3d puzzle adventure game for android, so far I got the code to load assets (so far only textures, meshes, fonts, and levels). Now so far, the levels are hand made (they're just textured plane + walls so far + list of objects and their position, so quite easy to make by converting ascii mesh or written by hand). However, I'm thinking of a more robust model. What if I made an editor just for that, with gui and whatnot so I can supply enough information thru the input box.


I have researched about the feasibility of creating a web based app to approach this problem. So I made a webgl based app. The gui is easy. Forms and inputs, yeah. The assets loading, however, is a NIGHTMARE. I never got so intoxicated for too much javascripting like this before. Really, this is not healthy. Hence why I looked for an alternative.


So I thought hey, why not just make the editor using java, so I could reuse (almost) all the asset loading code (with a slight modification, of course)? plus I get the added benefit of the editor being cross platform (I only intend to use it on windows and linux tho, since those are what I frequently work on). However, I never touched java gui programming before. Do you think it's a good idea? I just went back from my town's book store and my university library, there was a lot of good java programming books, but I have yet to find one that speaks about this particular subjects (GUI). (Most of them only tells about the basic of java, the OOP in depth, and java network programming and database with java).


Also I heard once my friend's brother said that java has a hell lot of GUI library. What? I just need a simple means of browsing for files, entering text in a field input, and also rendering objects in 3D (OpenGL). Do you guys know any good books or sites with nice tutorials on said subject?



3d file format with skeletal animation and normal mapping

26 July 2015 - 07:32 AM

Hi fellow game developers!


Right now I have my homemade converter that would produce from a milkshape 3d file (*.ms3d) a skeleton file, skeletal animation files, and mesh with correct bone weights. I've tried to add normal mapping support, but the results aren't satisfactory (it looks like the normal map is skewing in some parts). I believe the suspect was an error with TBN vectors calculation (perhaps caused by bad UV coordinates).


I've decided that the time wasted looking for fix isn't worth it and proceed to look for a shortcut. I need a 3d mesh file format that internally support normal mapping (so the converter wouldn't need to do TBN calculation). Also I want to ditch milkshape 3d (I use pirated one for learning) and switched to blender (for obvious reason). Now things would get a little bit complicated, because of the too long stage of working on 3d assets.


Right now my 3d assets pipeline is as follows:


model in blender -> export to wavefront (uv mapped) (.obj) -> open milkshape 3d, import (.obj) file -> weight vertices + adjust stuffs + skeletal animation -> save as (.ms3d) -> convert it using self made converter -> done.


That was insane, working on a model could take days for me. What I'm aiming now is:


model+uv map+skeletal animation+stuffs (basically everything) in blender -> export to some magical format (that supports normal mapping, a quaternion based bone orientation is a big plus) -> convert using self made converter -> done.



Do you know any file format that supports normal mapping and can be worked on in blender?

structuring game code

05 December 2013 - 08:51 PM

Hi guys, I'm having a self doubt right now. But first, let me tell you the cause. It's the way I structure my game code. Specifically it's how I put my variables. Basically I have a source code for each module (gfx, sound, input, log). Thing is, I put each variable in their specific .cpp files:


for example, I put screen attributes (and any screen related function definition) in gfx.cpp


//in gfx.cpp

int screen_w, screen_h, screen_bpp;


and I put any screen related function declaration in gfx.h


//in gfx.h


int gfx_create_screen(int w, int h, int bpp);

int gfx_switch_fullscreen(int fs);


I also do the same with the logging module. I put the log function declaration in the log.h, and the definition and logfile handle in log.cpp



-is what I do is right? and uh, if not, can you tell me a better way? I really really appreciate any input here. thanks!

Warcraft 3 cliff and ramp rendering

18 May 2013 - 06:54 AM

Hi people. I'm designing a format for a map in my game. I want it to have cliff and ramp, just like WC3. Thing is, I don't know how they make it work. At first I thought WC3 map was just a simple textured heightmap, but then it can have cliffs, ramps, which breaks the rules of standard heightmap. I guessed it was just a simple heightmap underneath, with "procedural" rendering for each tiles (I could see the heightmap layout in wireframe mode in the editor, thus I thought they just render each tile "differently").


Can anyone give me a hint on how to do that? I think I just got a few ideas, but somehow I feel not confident enough. I need the opinions of others. Thank you guys!


This is what I mean by cliff:



and this is what I mean by "ramp" (basically it's a passable passage that connects higher tile to lower tile):


the cost of loop in glsl

06 April 2013 - 06:29 AM

Hi all I plan to use hardware skinning, and thus I need to use loop inside the vertex shader. Last time I heard ut was bad to use loop inside shader and that I'd better unroll it. Also I heard looping and branching was badly supported. Is it true? any keyword for looking such info? thx