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SIC Games

Member Since 22 Jun 2012
Offline Last Active Aug 26 2015 01:38 PM

SIC Games' Journal > Engine Update - Frustum Culling, multiple subsets

Posted on 13 August 2015 - 04:44 PM

Today I got around to adding loading multiple sub meshes and frustum culling. I'll be looking more in depth of occlusion culling and other culling techniques as in Octree Culling.



As for the Pillar Ball model I just quickly made it in 3DS Max without caring about unwrapping UVS. That's why you get that awful stretch. I'll be working on having each tex...

SIC Games' Journal > Game Engine Update - Bloom Post Process

Posted on 22 July 2015 - 10:30 AM

Finally today I've added bloom - I know not every object has bloom in the real world. It bugs when when I'm playing a game and I see a shirt giving off bloom effect.

Originally I was rendering normal scene and bloom scene to different render targets. Then I was applied the blur to bloom texture using a UI Bitmap Element. I figured it out it wasn't workin...

SIC Games' Journal > Game Engine Update

Posted on 18 June 2015 - 09:28 PM

I'm just going to make this quick entry in my journal. So far there's been a couple nice updates; the ability to play my own video format perfectly. The ability to create a spinning progress ring while a scene loads. On top of the scene loading - it is multithreaded to load the scene while displaying the progress ring. Once finished loading the scene then...

SIC Games' Journal > Performance testing with bit operations, SSE2 and asm

Posted on 01 May 2015 - 01:01 PM

Today I figure I sit down and see how SSE2 is benefitial to a game. I don't come fromt a strong background knowledge of ASM code. However, I found it fascinating to say the least! I can understand the headaches that go into ASM but if you can get around knowing some ASM then you're good to go on SSE2 instructions.

As I already aknowledged from previous i...

SIC Games' Journal > Started to Dive into the Compute Shader!

Posted on 06 March 2015 - 04:49 PM

I admit personally that when I heard about Compute Shader that I thought it was an over complex odeal. It's actually fascinating because of the parallel possibilities. It's literally turbo charging your game's speed to create box blurs or any other post processing effect; even managing physics with particles.

I created a Unorder Access View then from tha...

SIC Games' Journal > Another great way to reduce my insantiy with interfaces...

Posted on 17 July 2014 - 09:11 PM

Upon revising the engine's SDK - I finally understood how powerful creating interfaces can truely be! Say inside the level editor the grid outline outputs color - the skybox outputs texture data - meshes output a material shader and billboards output with a geometry shader.

This is where the beauty comes in play.//-- ShaderSystem.h//-- Basestruct Shader...

SIC Games' Journal > Ever get Flustered Over Coding?

Posted on 28 September 2012 - 08:33 AM

I think I want the world FOC (Frustrated Over Coding) to be used now! "I'm SO FOC, I can't even see straight!"

Anyways, moving on! Not only me but everyone else have to get frustrated over coding - right? What do you do? Ever get that sensation in your stomach of heaviness when looking at your code?

I found that when I start...

SIC Games' Journal > No more fight to give

Posted on 09 September 2012 - 06:14 PM

Gotta admit, it's literally crazy to think I can do a indie company by myself. I've been rude to most people cause the real enemy is myself. You know that whole dream of being some body - someone that people will look up too, someone will remember when they pass on and say, "I remember that guy - he was one hell of a smart...

SIC Games' Journal > Within 4 Days - I finally created a package file.

Posted on 28 August 2012 - 09:01 PM

I can successfully create a PAK file of my own format. At first, tested it with ASCII files to make sure it was doing what I wanted. Late this evening, I was able to put the required data into vectors and then for the binary data I was just able to grab the total size of the file place them in a short * buffer - then write it in the pack file.

I have the...

SIC Games' Journal > Wrapping Transitions Lessons I've learned

Posted on 21 August 2012 - 11:13 PM

Today, I was playing around a bit. I created a Dynamic DLL file then tested it in Native Win32 Application. It was just a simple MessageBox pop up. I couldn't use the Dynamic DLL file in Managed C#, so I created a Managed Assembly using the Dynamic DLL file I created. Once this was done then I was able to transition to C# to use the Managed DLL...

SIC Games' Journal > Total Collision Detection Nightmare!

Posted on 19 August 2012 - 12:21 AM

Today, I toyed with the camera collision detection system. I just want to see if I can detect if the position vector met up with the mesh's triangles and just stop there. What happened? Total nightmare! One occasion, the camera hit the wall then got slung back in the other direciton. Kind of reminded me the Swing Set of Doom in GTA 5. Another...

SIC Games' Journal > Finally Binary Mesh Import!

Posted on 15 August 2012 - 06:59 PM

I'm sure everyone has stayed up wee hours of the night; while their gears inside their heads crank. Last night, was one of those nights - practically I thought I was going cross eye from looking at the screen too much. That would completely funny, right?

Onward with the good news without any wait. So, two days ago I loaded the custom mesh with ASCII....

SIC Games' Journal > SIC Engine Import Mesh Stress Test! How Many Total Polygon Count?

Posted on 14 August 2012 - 02:55 PM

Just did a stress test of how many polygon count the engine....The 3D file is uncompressed as of now. There isn't any hardware tesselation yet. This test just reveals how far I can take this engine.



Don't worry none - I don't expect to load this type of huge polygon count in-game! That would be...

SIC Games' Journal > Editor's looking good in C# so far!

Posted on 12 August 2012 - 11:43 PM

C# is a much easier and user friendly experience anyone can have! Now, the editor's taking shape and looking fantastic. A small problem which will be resolved shortly is that when I insert another mesh file it replaces the other one already in the viewport editor.

However, as of now, I can add default lighting; still have functionality as I did in...

SIC Games' Journal > Just WOW...This is what I get for following other tutorials

Posted on 02 August 2012 - 10:10 AM

For some odd reason, I kept on getting confused between the Indices and the vertex buffer. This one tutorial had it where DWORD Indices = 0,1 -

you know what I mean right? Yeah

So, today I was looking at www.rastertek.com and realized that Indice is just a number. The Index Buffer just takes in the number of indices to draw and does it. There's no...

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