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Not dead...

4: Adsense

Moving, keep on moving...

So, about 4 weeks ago it was about 4 weeks until I move... now in less around 48h I should be moved.

So, the catch up;

On monday I start work at Codemasters just outside Southam/Leamington Spa for their action studio. While its a shame to be leaving Brighton I'm looking forward to the change and working at a different studio.

The biggest hastle has been...

Idleness.

So, despite being on garden leave I've not really had much traction on my projects.

I blame IRC.
And Company of Heroes.
And the World Cup.
[grin]

So, what have I done?
Well, to start with I've broken a few things in the particle system. After I got the fading working I decided that I was processing too much data; after all each block of 4...

Random numbers are the devil!

So, as my last post mentioned I had integrated some random number generators into my particle system and the results were very pleasing; once I had the code I could fade particles out with random 'group of four' life times and all was good.

So, I decided to test for speed the other night and hit a slight problem; trying to spawn 1,000,000 particles...

Particles and Unemployment

The particle system is moving forward; I've fixed various update, clean up and spawning errors in the last few weeks.

I've also integrated the C++0x/TR1 random number generators and after a bit of a play I've decided I probably need to make those 'plugable' as well as you can get some intresting effects just by varying the system used to return the random...

More Particles

I spent a bit of the weekend, between Civ4 sessions and starting a reply of COD4:MW, working on getting a renderer hooked up to the particle system.

The practicle upshot of this was that I had to finish off said particle system and the logic to make it run... ok, so it still doesn't render (I'll be PIXing the hell out of it wednesday evening to figure...