Today for my game development related time I sat down with my sketchbook and a bunch of game soundtracks and tried to come up with some character designs for my long term project.
Right now I have basically solid ideas for three of the main protagonists and several of the minor protagonists, but mos…
Right now I have basically solid ideas for three of the main protagonists and several of the minor protagonists, but mos…
Today for my "productive" personal time I decided to try to get PyGame and PyOpenGL working again. Still no good. Maybe after the next major Python release stablizes newer, happier versions will be released. Or maybe I'll break down and rebuild the entire mess from the sources. That was moderately …
Well, I accepted the new job thing. There are still some details to be worked out, but I should be starting soon, with the associated drop in free time. On the plus side, I'm wrapping up my other work, and it doesn't look like there won't be much, if any, overlap, so I won't be doing double hours a…
One more strange fact about me: mouse gestures give me sour tummy. Don't ask me how; I have no clue. I also can get sour tummy playing certain 3d games. I first noticed this with the original Unreal and Ultima: Ascension. Some more recent games don't give me much trouble. Others I can't play for mo…
The actual game part of dodecahellspawn is pretty much in place. As the screenshot shows, it's possible to nicely swiss-cheese the faces now.
One of the details that's faked is that while you can see the individual pieces rotate when you do a rotation instruction, the model itself doesn't store the…
One of the details that's faked is that while you can see the individual pieces rotate when you do a rotation instruction, the model itself doesn't store the…
Well I pretty much finished my experiments in storing Quaternions as (R, u, theta) instead of (w, x, y, z). Basically it makes some operations a lot easier, such as exponentation, and some operations, like quaternion multiplication, pissing annoying to the point I would translate it back into (w, x…
The current incarnation of dodecahellspawn fakes lighting with texture blending. A textured quad is billboarded centered at the middle of the dedecahedron. The visual defect I mentioned before was the result of the quad inconsistently being drawn on top of pieces. Before, all the pieces and the qua…
Well, I spent entirely too much time working on purely aesthetic improvements for dodecahellspawn today. Tweaking textures, etc. On the down side, practically no progress has been made on gameplay. On the plus side, it's starting to look pretty much how I want it to, and some of the changes I've m…
For the most part I try to spend at least an hour every day on personal projects. By doing so even when I'm not in the mood, I keep on track sufficiently that I have a good chance of actually finishing things. Today I'm making an exception: it's LAN party day. Non-stop Warcraft III until our ears b…
I cranked out a few textures for the dodecahellspawn. Right now, I'm using the faux stained glass look. By using different gradiants to generate backgrounds and differing central motifs, each piece should be recognizable as part of distinct faces. Hopefully.
I've got about half the textures done. R…
I've got about half the textures done. R…
One vaguely interesting thing about me: I have a greater than average propensity for breaking things. On one hand, this is bad: I go through hardware more frequently than your normal geek, and not because I mean to upgrade either. It also comes up in my coding style; I generally need to use a stron…
Well, I finally sat down and coded a simple renderer for a dodecahedron with SDL and OpenGL in C++. I did a couple of really bone headed things while putting it together, like completely borking the normals, and at one point using a cosine instead of a sine. But, it's looking pretty good now.
I thi…
I thi…
So back to the personal code library for a bit. What with concerns from real life and dodecahellspawn, the code library has been on the back burner for a bit. I'd like to share some interesting tidbit about C++, design philosophy or developing in general, but today I just did basic work: commenting…
This next image for dodecahellspawn is fairly subjective. It just shows a numbering for faces and vertices. When you get right down to it, almost any numbering scheme will work. This one exploits a few regularities that makes the numbers easier to generate in a few spots. For example: faces on opp…
I just got a new job offer. I've worked with these people before and enjoy the environment. There's something great about a group that takes a three hour lunch every day. Of course, if I take the offer I'll be actually working real hours again instead of consultant hours which I'm doing now. That'l…
So, as promised, today's entry is about dodecahellspawn. I find it useful for any project bigger than "Hello World" to lay out as much as possible on paper before actually coding. And since I'm such a nice guy, I'll spare you my handwriting and put up nice pretty versions drawn up in gimp instead.
F…
F…
Well the new thing added to the code library today are streambuf helper classes. They're a pair of classes that derive from streambuf that implement buffering code. The OStreamBuf class adds a pure virtual method, do_write() and the IStreamBuf class adds a do_read(). Basically these get called when…
I've started to get slightly burned out on the personal library recoding thing. Well, burned out isn't quite the right description; it's more like I feel need to take a break and do something less predictable. So, I figure I'd alternate with something a little light: re-doing dodecahellspawn.
As I'v…
As I'v…
I was a bum and did almost nothing today. Well, I did some moderating stuff, but who cares about that? But I'm updating my journal anyways, basically just to bump it so that I can tell at a glance if any of the other developer journals have been updated when I next visit.
Actually, I did one vaguely…
Actually, I did one vaguely…
It's been one of those days. I've spent the last hour trying to track down a bug that didn't exist. I wrote the code *perfectly* the first time around, but I screwed up the test case in such a subtle manner that it seemed like the class invariants got borked.
In any case, the current item being fold…
In any case, the current item being fold…
Despite the fact you can't actually create new operators in C++, it's possible to create new "psuedo-operators". Warning: bad code ahead.
Let's say you're a game developer working on your first 3D engine. One of the classes you're going to write is a vector class. It might look something like:
Let's say you're a game developer working on your first 3D engine. One of the classes you're going to write is a vector class. It might look something like:
class …
Well, comments for journal entries seem to have been mostly implemented. There are a few details to be worked out, but for the most part they seem to be working fine. Incidently, if you were reading my journal at 3:00 this morning when we were testing the commenting facility, you have my deepest sy…
One thing I've noticed about singletons in C++ is that they're usually used to solve two related problems: the one only one object of a class problem and the order of initialization problem. Of the two, the order of initialization problem is probably more significant, but rarely gets any fanfare. T…
Advertisement
Popular Blogs
Advertisement