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About this blog

The tramp of a hobby engine.

My Games

asteroidsClone_sm.jpg Asteroids Clone [ Download ]

joustClone_sm.jpg Joust Clone [ Download ]

lightningCommand_sm.jpg Lightning Command [ Download ]

octaball_sm.jpg Octaball [ Download ]

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This challenge was a good run because of

  • Implementing coroutine with IEnumerator and yield return
  • Simple Dictionary based texture manager
  • Basic Particle Engine
  • Ripped GameStateMachine from previous monogame project (joust)
  • had fun making flare particles
  • Did I mention, it's not cool unless it has lightning bolts
  • browsed current scifi google images...nice...inspired.

Source : MarkK_LightningCommand.zip



Dragon Attempt

So recently, some dude in the forum was talking about being told dragons cause a technical problem in a games setting. Well, I'm setting out to find out what the real story is. For now...satisfying my artistic side with a mostly finished bust and starting blocking the body...

day 2



quickie 10 minute wing test rigging...oh yeah...it's gonna' be a tail slapper...moving on


day 4-5

Hit an export snag from blender...typical. Sorted now...it's difficult to get the right settings that play nice between tools. Here is a short clip of the assets in Monogame. Moving to texture and animation.

day...umm...not sure anymore. UV's laid, starting paint.


Finished Texture on main body


And finally the asset working in game. This last video is a stub of the main menu screen.

Experimenting with the 3D side of Monogame.

Animation skinning was fairly easy.

I was actually surprised because almost anything exported from Blender turns to failure except going to Unity.

The FBX importers in the content pipeline are good. More on that later.

Today I show one of the main character upgrades.

I'm torn between this look(left) and the older cartoon style(right), but leaning toward the new.


So, I sat down to see what this MonoGame thing was all about.
I used to mess with XNA back around version 2.
Well, I have to say...I liked it. Easy to get up and running.

Joust was one of my favorite games from the 80's.
[ Here ] is a link to my hobby remake version. (follow to google drive download location)


Space Vehicle

Here is my modeling a space vehicle journal entry.
Some early Blender progress getting a rough idea out.

Then a little refinement.
Now, over to zBrush for the real fun.
I like working in zBrush because I feel so free to make sweeping changes.
I'm torn between the retopology tools in Blender verses the tools in zBrush. (but that's for much later)
At this point, finalizing the design and adding hi-res features.

Edit 11/26/16
Picking at the nose..............................................................................................Done tweeking...now we're getting somewhere

edit 11/27/16
Begin finer details..............................................................................................Still picking at that nose

...to be continued...


Planet Rendering

Something I've always been interested in is planet rendering.
Although it's been done a few time in Unity already, I'm having a go at it.
It's one of those complicated things that require you to be firing on all cylinders.
Well, I'm not anywhere near close to anything yet, but after playing with noise generation, custom procedural geometry and custom shaders, I have something to show. The image progression below is 3D noise applied to a custom sphere, a detail diffuse added and adjusted color ramp generated from the noise height values, then lastly the first rough pass of generating tangent space and normal maps from the noise height values.

'Kinda fun.
These images would represent the 20,000 km distance.
Now it's getting close to thinking about how to deal with landing on this sucker.


edit: added blended detail normals.
maybe sharpened it up too much...but I'm just going with it.

The assimp, "makes your program sexier".
If you're anything like me, you have an appreciation for simple.
void Model::loadModel(std::string path){ Assimp::Importer importer; const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs); // handle error...}Done. Then to get your hands on the data...
aiNode* node = scene->mRootNode;aiMesh* mesh = scene->mMeshes[node->mMeshes[/*multiple mesh index*/]];for(unsigned int i=0; imNumVertices; i++){ aiVector3D = mesh->mVertices aiVector3D = mesh->mNormals // if not null aiVector3d = mesh->mTextureCoords[0/*first uv set*/] // if not null}for(unsigned int i=0; imNumFaces; i++){ aiFace face = mesh->mFaces; for(unsigned int j=0; jDamn that's tight. Doesn't get any better. Love the assimp.
So we take a closer look with a 5k character model. After import, we're given a 30k character model. Hate the assimp. :)
LOL...yes, we know what you did. Vertex duplication to the extreme. Our little lovely, rewrites to a linear index array and dumps vertices per face making indexed array drawing pointless. Keep hold of the love though, because our program is sexier even though the compile time is now measured in eons. Well, that last part makes her a butt-a-face, so I'm sorry sweetie...you go straight to offline process.

Right, so we have our data...it's bloated but it's there.
Time for a justifiable early data optimization.
// optimize out vertex duplicationmyMesh mesh; // holding extracted data from assimp std::vector vv; // vector std::vector vi; // vector indicesfor (unsigned int i = 0; i < mesh.indices.size(); i++){ bool foundVertex = false; for (unsigned int j = 0; j < vv.size(); j++) { // search list for matching vertex if (mesh.vertices[mesh.indices].texcoord.x == vv[j].texcoord.x && mesh.vertices[mesh.indices].texcoord.y == vv[j].texcoord.y) { if (mesh.vertices[mesh.indices].position.x == vv[j].position.x && mesh.vertices[mesh.indices].position.y == vv[j].position.y && mesh.vertices[mesh.indices].position.z == vv[j].position.z) { foundVertex = true; vi.push_back(j); break; } } } if (foundVertex == false) { // add new vertex to list sVertex vertex; vertex.position = mesh.vertices[mesh.indices].position; vertex.normal = mesh.vertices[mesh.indices].normal; vertex.texcoord = mesh.vertices[mesh.indices].texcoord; vv.push_back(vertex); vi.push_back(vv.size() - 1); }}Then we write this out to a binary file.
std::string outPath = "NameYourOwnFileFormat";int numVertices = vv.size();int numIndices = vi.size();std::ofstream outFile(outPath, std::ios::out | std::ios::binary);outFile.write((char*)&numVertices, sizeof(int));outFile.write((char*)&numIndices, sizeof(int));for (int i = 0; i < numVertices; i++){ outFile.write((char*)&vv, sizeof(sVertex));}for (int i = 0; i < numIndices; i++){ outFile.write((char*)&vi, sizeof(unsigned int));}outFile.close();Did I say I like easy...Back on engine side, it's a simple straight read and direct buffer upload.
No muss, no fuss. On the test mesh, we removed ~70% of the duplicated vertices cutting our asset size to about one third of what we were given.
Pretty sweet for an afternoon's play.

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