I've always been interested in Unit Testing and Test Driven Development. Unfortunately, I've never had the chance to apply this to any of my professional projects. So I decided to try it out at home. Since my interests lie with graphical programming, and general software architecture, I've decided …
I recently got a laptop with a videocard capable of OpenGL 3.0 so I wanted to quickly test it. I found out that there aren't many test programs on the net, so I made one myself. It mainly tests GLSL 1.30, with geometry shaders. Nothing fancy, but if it runs, then it means OpenGL 3.0 is basically wo…
Work on the 4e5 game is going slowly, but surely now. I've been implementing a few of the game mechanics, and it seems to work (coding-wise, not necessarily gameplay-wise).
On another note, I had an idea for an awesome app this morning.
It's an FTP tool, that allows you to drag files onto it's icon, …
On another note, I had an idea for an awesome app this morning.
It's an FTP tool, that allows you to drag files onto it's icon, …
I've been quite busy lately, working on a variety of things, except what I should really be working on: 4e5 [grin]
1. Since my 4e5 game will be slightly fantasy based, and I'm going for a graphical style similar to Warcraft3, I figured I'd just write a loader for Warcraft3 models to use as temp art.…
1. Since my 4e5 game will be slightly fantasy based, and I'm going for a graphical style similar to Warcraft3, I figured I'd just write a loader for Warcraft3 models to use as temp art.…
Last time around I focused on graphics very early on during the contest because I wanted to create levels for a platformer using the Q3 map format. I also spent a lot of time implemented (faulty) collision response. And so never finished, or even got started on the game.
This year, I'm going to do i…
This year, I'm going to do i…
Although it's been a while, I have been able to do quite a lot of things.
I've uploaded a few demos which I made about a month ago to test some of the more advanced OpenGL functions. Click the images to get the executable(s). (edit. Unfortunately, I currently check for supported extensions at init, …
I've uploaded a few demos which I made about a month ago to test some of the more advanced OpenGL functions. Click the images to get the executable(s). (edit. Unfortunately, I currently check for supported extensions at init, …
Doh: the 1/2 pixel differences was due to me using a rotate for my own renderer, but not on the OpenGL version. So that's fixed :D
A few small improvements have been made: a TnL cache that can cache the last few vertices. This seemed to have a small improvement in my test cases, but nothing really b…
A few small improvements have been made: a TnL cache that can cache the last few vertices. This seemed to have a small improvement in my test cases, but nothing really b…
Spent some more time with my renderer yesterday evening, and there are now no more cracks. A case of using floor where I should have been using ceil [oh].
However, all is still not well. For some reason I have a 1 or 2 pixel offset when comparing my output to OpenGL's output. I don't think this is d…
However, all is still not well. For some reason I have a 1 or 2 pixel offset when comparing my output to OpenGL's output. I don't think this is d…
I've not done a lot of programming lately, so there's not much to tell in that regard.
A few optimizations I've made:
- Use GBA specific faster memcpy functions
- Do two pixels at a time when possible to take advantage of the 32bits buswidth of the GBA (1 pixel is 16bit)
- Moved code into IWRAM (which …
A few optimizations I've made:
- Use GBA specific faster memcpy functions
- Do two pixels at a time when possible to take advantage of the 32bits buswidth of the GBA (1 pixel is 16bit)
- Moved code into IWRAM (which …
Someone was asking about the GBA Software Renderer, so here I present it to you in all it's glory:
Flat shaded icosahedron rendered at about 18fps
It's nothing much yet, but it supports clipping and backface culling. The thing that I need to look at next is the matrix math, it seems awfully slow.
For …
Flat shaded icosahedron rendered at about 18fps
It's nothing much yet, but it supports clipping and backface culling. The thing that I need to look at next is the matrix math, it seems awfully slow.
For …
After the last post I've done quite a lot. The silhouette module is now pretty much complete. It won't be easy to get it to go faster except perhaps by implementing it with a vertex shader (which I would like to try at some point).
I've also started homebrew GameBoy Advance development, and I've bee…
I've also started homebrew GameBoy Advance development, and I've bee…
After a week of little coding, I've more or less finished the silhouette module. The detection of which edges to use is complete now, and I've changed the algorithm generating the borders so the borders are more even. It also takes into account the distance to the model, so the border is always the…
Well, it's been a while with no updates.
I've been playing Every Extend a lot, and inspired by that have created a silhouette detection module. It works most of the time, there's just a border case I need to fix.
Work on the 4E4 entry has been going slow, so we probably won't make it. But none of us…
I've been playing Every Extend a lot, and inspired by that have created a silhouette detection module. It works most of the time, there's just a border case I need to fix.
Work on the 4E4 entry has been going slow, so we probably won't make it. But none of us…
Now that I've found a bit more time to program I'm glad to say I'm getting quite some stuff done. Unfortunately not on the 4e4 entry though :D.
I've been working on a system identification library for the past week. It's going ok, but it's difficult to test since I only have a single system myself.
A…
I've been working on a system identification library for the past week. It's going ok, but it's difficult to test since I only have a single system myself.
A…
No fix for the quaternions yet, although I've got a thread running here.
Got back the first version of my thesis paper, and while my supervisor agreed with the things I said, I still need to add and tweak a lot of stuff. So I'll be extremely busy on that in the evenings :(
Got back the first version of my thesis paper, and while my supervisor agreed with the things I said, I still need to add and tweak a lot of stuff. So I'll be extremely busy on that in the evenings :(
So for the past few evenings I've been working on fixing my BSP collision detection. I found out it was too simple to just take the bottom of the current leaf as the floor :)
So I've been testing all kinds of stuff, and it just wouldn't get it right. I've been going through a simple level by hand an…
So I've been testing all kinds of stuff, and it just wouldn't get it right. I've been going through a simple level by hand an…
Well, this is my second week on the new job and it's been pretty fun so far. Bar the occasional bug of course.
For some reason I've been inspired to work on my own stuff in the evenings as well, even though I still need to finish my thesis (can't wait to get that done, another month to go).
I'm serio…
For some reason I've been inspired to work on my own stuff in the evenings as well, even though I still need to finish my thesis (can't wait to get that done, another month to go).
I'm serio…
I've decided to comment the source files heavily as that will keep everything in a single place. I should however also create some diagrams of how different parts of Daedalus interact.
I was having some motivational problems the past weekend, so I decided to dust off my old GLSL code, and refactor i…
I was having some motivational problems the past weekend, so I decided to dust off my old GLSL code, and refactor i…
Having a severe cold the past weekend, I decided not to go outside and enjoy the fine weather but stay inside and code.
I fixed a few things in the windowing code, and most of the functions seem to work both on Windows and Linux. I also readded my ResourceManager to Daedalus, and proceeded to test m…
I fixed a few things in the windowing code, and most of the functions seem to work both on Windows and Linux. I also readded my ResourceManager to Daedalus, and proceeded to test m…
It's been awhile, but now I've finally found the time, and got some news.
The work on the thesis is going pretty well. I should be testing with the first pilots by the end of the week. I'm looking forward to it :D
I've also had a chance to work on Daedalus a little bit. I've refactored parts of the w…
The work on the thesis is going pretty well. I should be testing with the first pilots by the end of the week. I'm looking forward to it :D
I've also had a chance to work on Daedalus a little bit. I've refactored parts of the w…
My thesis work is coming along nicely, although I have been held up by some very unsightly bugs.
Daedalus is shaping up very nicely. A code snippet for the interested:
Daedalus is shaping up very nicely. A code snippet for the interested:
#include "System/Window/window.h"
#include
class MyWindow : public System::PlatformWindow
{
public:
MyWindow() : right(100)
{
MyWindow…
Well, it's taken a while but it's finally up. Download the new version of War of the Roses from here, and please let me know what you think of the AI difficulties.
I've checked the AI for War of the Roses today, and it's looking good. It needs some minor tweaks, but I think it's pretty nifty. Thanks Risujin!
I'll be posting the new version here with the next entry, which I expect to be sometime this week.
Removing the GLFW code has been quite painless so far, a…
I'll be posting the new version here with the next entry, which I expect to be sometime this week.
Removing the GLFW code has been quite painless so far, a…
Two pieces of good news.
Risujin checked in today, and the AI for War of the Roses is probably pretty much done. I'll be checking it out this weekend, and if it's okay, I'll be releasing the new version after the weekend.
I got an email from the company I had the interview with, and they want to hire…
Risujin checked in today, and the AI for War of the Roses is probably pretty much done. I'll be checking it out this weekend, and if it's okay, I'll be releasing the new version after the weekend.
I got an email from the company I had the interview with, and they want to hire…
So after a few weeks away, I'm back.
- The interview went okay, the test I had to do less so. Still waiting for the results.
- I've had one person doing AI contact me that his AI is finished, and it's a pretty good one. Might need a little tweaking, but I've only been able to beat it a few times. Wil…
- The interview went okay, the test I had to do less so. Still waiting for the results.
- I've had one person doing AI contact me that his AI is finished, and it's a pretty good one. Might need a little tweaking, but I've only been able to beat it a few times. Wil…
I did actually add that collision handling routine, and it works very nicely now. The barebones of the shooter are coming along nicely. Next step is probably implementing bullets as particles instead of full-blown objects. And then the movement of enemies (which will need an editor).
Apart from that…
Apart from that…
Yesterday I was testing Daedalus on Dev-C++ again, and I found out what was wrong with the MultiMethods. So that works now, and Collision Detection/Handling should be a breeze to set up now. I'll be doing that this evening.
The Dev-C++ port is giving my some strange errors though, so not all is well…
The Dev-C++ port is giving my some strange errors though, so not all is well…
Yesterday I wanted to add collision handling to Daedalus. After thinking about how to do this, and searching around on the internet, I found that the Loki library had something that would make a very elegant solution to this problem. Unfortunately, I haven't been able to get the compiler to compile…
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