SIC Games' Journal

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Connecticut
Random Floating thoughts of Game Development
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31 entries
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Paul C Skertich
August 23, 2015
Engine Update - Rendering Bounding Volumes
I'll get Bounding Sphere bounding volume to render shortly. I just wanted to render a AABB. Awesome thing is it's now fit to the actual mesh. Sometimes when the mesh gets imported - it has to be scaled down a bit leaving the min max verticies for the AABB to be the same. I'll fix that after loading…
3,527 views
Paul C Skertich
August 13, 2015
Engine Update - Frustum Culling, multiple subsets
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 i…
2,290 views
Paul C Skertich
July 22, 2015
Game Engine Update - Bloom Post Process
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 usin…
3,216 views
Paul C Skertich
June 19, 2015
Game Engine Update
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 displayi…
2,483 views
Paul C Skertich
May 01, 2015
Performance testing with bit operations, SSE2 and asm
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 SS…
2,976 views
Paul C Skertich
March 06, 2015
Started to Dive into the Compute Shader!
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…
3,015 views
Paul C Skertich
July 18, 2014
Another great way to reduce my insantiy with interfaces...
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 …
1,793 views
Paul C Skertich
October 22, 2012
Take a Break - Step Back - Rethink - Reoganize
Sometimes taking a break from this forum is healthy. Sometimes taking a break from game programming is healthy as well. Every intrepretes another person's action by previous experiences from other people. A belief system that is learned through powerful charged emotional experiences with people - u…
1,854 views
Paul C Skertich
October 07, 2012
Fix Fix Fix-A-Roo
Spent about the week or two weeks re-structurizing the framework. So, far so good! Upon creating a improved flow instead of using tons of pointers; I had to fix little minor issues: when window was minimized and restored it pooped out a external exception. This is fixed. When I maximized the window…
2,244 views
Paul C Skertich
October 01, 2012
SICEditor 1.0.0 - UI Changes
There's been some improvements since last video of the Dynamic Shader Reloader. The UI is startting to look tidy and smoother. Currently, working out the kinks of the camera. Next video will show cool features that I'll like to implemend. Picking will be possibly in next video, which I've been work…
2,032 views
Paul C Skertich
September 28, 2012
Ever get Flustered Over Coding?
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?…
2,402 views
Paul C Skertich
September 20, 2012
Real-Time Editor WIP - Dynamic Shader Reloader
Today, I feel that finally - I'm going in the right direction as I intentionally wanted to! I finally declared that I wanted my game level editor to be Real Time - You See What You Get. There's a lot to be done - yes, I know! However, this video simply demonstrates the Dynamic Shader Reloader.

I thi…
1,966 views
Paul C Skertich
September 14, 2012
Editor Update  Sept. 15, 2012 - Faster Model Renderer
First, before I write this - I would like to thank everyone that has shared their greatest support! Now, on to the good stuff!

I am reading deeply in multiple ebooks (E.G. Professional C++, C++ Game Programming for Beginnings By Example). If you're in need of a great book - I would have to recommend…
1,565 views
Paul C Skertich
September 10, 2012
No more fight to give
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 - h…
2,389 views
Paul C Skertich
August 29, 2012
Within 4 Days - I finally created a package file.
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 sh…
1,538 views
Paul C Skertich
August 25, 2012
Whilst I Abscene for a bit...
I had to do more reason in DirectX Math and more programming exercising. I've looked deeper at the core of UDK and Amnesia's level editor. Whilst I was vacationing from this forum - I've looked into a creating a PACK File. Hopefully by in two weeks the next video upload will be released for those t…
1,494 views
Paul C Skertich
August 22, 2012
Wrapping Transitions Lessons I've learned
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 …
1,558 views
Paul C Skertich
August 21, 2012
The Engine's Under The Scapel: August 2012
I took a step back today...Poundered about how I can improve as a programmer and executing professionalism. I dismanteled the game engine piece by piece.

A new FILEIO Managed Assembly was put in place to handle the many Loading Meshes Etc... I learned how to use Interfaces to hold my important struc…
1,677 views
Paul C Skertich
August 19, 2012
Total Collision Detection Nightmare!
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 remind…
1,884 views
Paul C Skertich
August 16, 2012
Finally Binary Mesh Import!
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. S…
1,764 views
Paul C Skertich
August 14, 2012
SIC Engine Import Mesh Stress Test! How Many Total Polygon Count?
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 pure…
2,317 views
Paul C Skertich
August 13, 2012
Editor's looking good in C# so far!
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 defau…
1,462 views
Paul C Skertich
August 12, 2012
This sounds so wickedly Awesome!
I think this would be awesome as all heck! I want to be able to generate a terrain flat - then like in Zbrush scuplt the terrain and texel paint the terrain. How cool would that be? You got a bull dozer to push back a section, just various of tools to literally create a awesome terrain scenerio! A …
1,630 views
Paul C Skertich
August 11, 2012
So the new Custom Model Mesh looks pretty handly in Size Count.
I was curious and noticed that for one - the mesh loads quicker in my custom file. Which is pretty good! I noticed there's a relative difference in file size as well. The 3D Heart model in obj file format is about 111 kb. Same 3D Heart in FBX Binary is 106 kb. The same heart in my custom mesh file …
1,563 views
Paul C Skertich
August 09, 2012
Game Editor WIP - Custom Mesh Import
In my previous blog, I took a screen shot of my first custom file import. After looking at the mesh loader - I tinked around a bit. The original converter program was in Command prompt and there was a dying need to make things a bit easier. So, I converted the command prompt application into a .NET…
1,996 views
Paul C Skertich
August 08, 2012
The OBJ Blues
The whole day I had the OBJ Blues. Textured, yes and lit yes....Sadly, one triangle would stretch out to who god knows where and missing triangles. In my mind I have a very clear image of what I would love my models to do in my game and I don't see OBJ Fitting well. I'm devising my own format that …
1,613 views
Paul C Skertich
August 03, 2012
The Real Monster is Inside The Mind! Scaring People Sensless
Alone in the dark original game was scary because you didn't know what to expect. It built high tension when some flocking bird would come out - not knowing what bird was this was scary. All the player knew was it either fight or run.

Monsters are make believe - but what if the game took real life f…
1,592 views
Paul C Skertich
August 02, 2012
Just WOW...This is what I get for following other tutorials
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 …
1,809 views
Paul C Skertich
July 30, 2012
Level Editor Progress Update - July 29, 2012
I've been up late in the wee hours of night. I have more than 1000 hours to go or more to feel completely satisfied. Previous videos showed nothing too interesting just a deep blue screen.

I hacked and sliced the game engine to pieces then revamped alot of the code. As of now, for the editor's purpo…
1,688 views
Paul C Skertich
July 28, 2012
Progression Report July, 26, 2012
I've been doing intense reading overall DirectX 11. As of now, I'm learning of shaders and how constant buffers work. What I've collected and you can correct me if I'm wrong - Vertex Shaders send data to the pixel datas. Constant buffers help with programming shaders with the directX application. …
1,484 views
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