Building the Sphere, one vertex at a time.

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This journal may contain languages not suitable for minors and some occasional swearing.
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135 entries
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VisualLR
February 28, 2006
Still working on new website
So, I've kept working on the new website, and although it's currently in a prototype stage, it's already so much better than that blog crap I was using... ok, maybe I'm exaggerating, the blog thing was actually kinda cool because it automated everything for me... and for some reason it seems to get…
658 views
VisualLR
February 27, 2006
New website revisited
Ok, so I've decided to revisit the issue of redisigning the Sphere Games website... so far it's going OK... although today I did a lot of research into ready-made CMS packages and couldn't find any that I liked enough, and the one I liked the most, had pretty good modules that would've been great i…
578 views
VisualLR
February 23, 2006
Tiny sub-vacation
Ok, so my motivation has been low the past couple of days, I find that this happens whenever I lose my train of progress... I went to the beach over the weekend, which halted all work I was doing, now that I'm back, I haven't quite felt like working... it's terrible. Vacation is a double edged swor…
611 views
VisualLR
February 20, 2006
Submitting a news item
I submitted a news item about the LUA tutorial, I want as many people who are interested in adding LUA to their games to check it out. But the news item has not been displayed... is it that these type of news are no longer published? I remember a few years ago when I submitted news about the skydom…
543 views
VisualLR
February 19, 2006
survey
I just got back from a nice weekend at the beach. I feel very relaxed and ready to start working a lot.

I haven't received any replies to the easyshots surey, I really want to improve it, and I can't think of a better way than by asking people who have tried it, or are currently trying it, what they…
663 views
VisualLR
February 16, 2006
EasyShots survey
Hello everybody!

I'm trying to get some feedback on EasyShots in an effort to improve it. As an incentive, I've decided to give anyone that fills out the survey a 50% discount.

All you have to do is fill out this short survey (8 questions):

Survey

And at the end you will receive a code to collect your…
567 views
VisualLR
February 15, 2006
New Tutorial Released
I'm happy to share with all of you that I just released a new tutorial. Using LUA with C++

It's based on the implementation of LUA within SGE which I believe is very easy to use, so I hope that the people who read the tutorial think so too.

I also added a tutorial on texture management, previously, y…
597 views
VisualLR
February 15, 2006
Just finished
woo! I just finished writing a new tutorial... I'm not gonna give it away just yet, I still need to package it up, add the links to the web page, send out formal announcements and do a little dance.

None of which I'm going to do right now cause it's almost 4am, which means something to some people..…
562 views
VisualLR
February 14, 2006
low feedback
I've pretty much decided that I really don't like the new layout for Sphere Games. I didn't receive as much feedback as I would've liked, so to me that says that it either sucks or it's merely OK, and I do not want to settle for OK. So I've decided that I will very likely stick to a more traditiona…
534 views
VisualLR
February 14, 2006
Work, work
I've been plugging away at the changes requested by the VOIP company, it's been going well, even though it's not the most fun work there is. At least they pay well.

Communication with them is a little messed up though, I ask "do you need this X thing to change?", they tell me "no, that's fine", then…
529 views
VisualLR
February 10, 2006
zee floo
I'm sick, I got the flu, this sux.

I'm too tired and sick to do much, I worked a tiny bit on sgeMobile today, made a little headway into clipping against the frustum, and added the code to remove backfaces. I'm not sure if it's working 100%, I'll have to verify once I get textured polygons rasterizi…
596 views
VisualLR
February 08, 2006
I'm back
Got back yesterday, I'm extremely tired, I'll write more later.
462 views
VisualLR
February 02, 2006
Trip is back on. 90% sure
It seems I now fly out tomorrow morning, with a somewhat upside down schedule... damn stupid money hungry airlines... they f'd me up on purpose from what I can gather. I'd complain tomorrow, but then they'd probably spit in my crappy airplane food, I'm not sure if that'd be an improvement, but stil…
437 views
VisualLR
February 02, 2006
Trip cancelled - temporarily, I hope
Well, my short trip did not materialize.. not by choice, there was some error in the way the flight was booked, I've communicated this to the powers that be and I'm currently awaiting a response, hopefully it will just get rescheduled.
505 views
VisualLR
February 01, 2006
sgeMobile
Just wanted to share a screenshot.. it's not that big of a deal, just your typical rotating triangle (except I put it upside down, to be different).



Notice the framerate, 120+fps, WOO!

This screenshot is pretty cool for me, not because of what you can see, but because this is actually running from w…
544 views
VisualLR
February 01, 2006
Bump
Ok, this is just a shameless bump to get a few more opinions on my new website:

http://www.spheregames.com/sg2

Thanks!
634 views
VisualLR
January 31, 2006
Sphere Games Website
So, I have a "beta" version of the new Sphere Games website... I guess it's not techincally beta, it's more of a prototype. I'm still debating whether it's in the direction I wan't to go, mainly because I envition it being a lot of work in maintaining it up to date, and writing new tutorials...

If y…
591 views
VisualLR
January 31, 2006
sgeMobile update
I didn't get much time today to work on sgeMobile, but I did get a spinning wireframe triangle to render. Now, this may sound like a step backwards, but it's actually a huge step forward. For a couple of days I've been moving all the rasterizing and rendering code into our C++ architecture, and yes…
454 views
VisualLR
January 30, 2006
Before I succumb to the forces of the unknown..
a quick update...

We have a textured, animated MD2 character running on the PocketPC.

It looks great, needs to be optimized, but it's awesome.

I'm currently writing a better architecture, currently the demo we have is written in structured C (because it's my friend's strong language), while I'm taking…
455 views
VisualLR
January 29, 2006
PocketPC Disasater
I spent all day yesterday fixing my damn pocketpc... I don't know what happened, but my game executable now kills it, it makes it lock up, the weird thing about it is that I set a breakpoint on the very first line of code and it never hits it, by that time it's already locked up, so I have no idea …
437 views
VisualLR
January 28, 2006
Sphere Games 2.0 prototype
So, today I didn't do any coding at all, I had a pretty busy day getting all the necessary permits for my little trip next week.. but I did manage to throw together a prototype of kind of what I envision the new Sphere Games website to become... it's incredibly rough and has barely any content (not…
278 views
VisualLR
January 27, 2006
Sphere Games site rebirth
Ok, don't get excited, it hasn't happened yet... hehe, but I've been planning it a lot lately, and I'm trying to juggle many different projects that I have currently in development. There's the 3D pocket PC engine that's coming along nicely, we already have MD2's loading and animating (in wireframe…
232 views
VisualLR
January 24, 2006
EasyShots 2.1
I just released an update for EasyShots
it is now version 2.1

I did a few cool things with it which I'm pretty happy about, I added a small toolbar that when you enable it it's 'always on top' and gives you shortcuts to capture screenshots, this has two new things, first is that it gives you the abil…
304 views
VisualLR
January 20, 2006
Fixed point goodness
Last night I converted the fixed point math class my friend wrote from C to C++, it turned out pretty good, you can use it just as if it was a primitive data type:



fixed fxNum1 = 32;
fixed fxNum2 = 2;

fxNum1 *= fxNum2; // performs multiplication in fixed point

fixed fxRoot = fixed::sqrt( fxNum1 ); // f…
248 views
VisualLR
January 19, 2006
LUA + PocketPC
I wonder if using LUA is feasible on the PocketPC... does anyone know the memory footprint of LUA? I don't know what I'd use it for.. yet, but perhaps it could allow me to make a pretty good game framework that allows me to code all the game using LUA, then I wouldn't have to compile, and upload a …
399 views
VisualLR
January 18, 2006
I've done it
I've coded myself stupid. I've been coding so much these past few days, on several different projects that I've managed to become stupid.

Actually, I'm just experiencing a little bit of burnout, I hardly slept at all last night.. some people stay up worrying about their finances, their love life, f…
250 views
VisualLR
January 17, 2006
sgeMobile 3D!
Screenshots! - no comments all day... I'm sad



Here it is, the first software rasterized, 3D rendering of a textured rotating quad in sgeMobile!

As you can see, it's very inaccurate, and not awfully fast either, but it's quite a start and I'm very pleased.

I can't really take all the credit for the r…
288 views
VisualLR
January 17, 2006
sgeMobile
Steady progress is being made on sgeMobile, last night I added a textbox, it's still missing the scroll bars, but those shouldn't take long to add.

Here's a link to the executable of the previous post if anyone wants to try it (Rob), I'd really appreciate it.

Click

I'm curious as to how it runs on oth…
268 views
VisualLR
January 15, 2006
sgeMobile
Screenshots!



Ok, now let me explain... hehe

I've kept working on my mobile stuff which I've codenamed sgeMobile. I've done some pretty good progress in very little time, and for that I'm pretty happy. Although I haven't gotten to the 3D part yet, I'm getting closer.

On the screenshot you see a few th…
364 views
VisualLR
January 12, 2006
tucows.com
tucows.com has a sleazy business practice... their business model is to make people buy expedited software submission, if you don't, they'll place your program in a queue, a LONG queue, EasyShots is currently at 1009/1634, which means it'll be about 30 days before it gets CONSIDERED to be posted.

No…
264 views
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