mittentacular

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182 entries
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mittens
January 31, 2008
Area 3 and Venus
Aside from coming up with a new enemy -- who will not be properly introduced until a later entry, which I refuse to write until it moves and handles in-game like I want it to -- I've been working on various effects for Asplode! this week. While the overall aesthetic of the game is decidedly retro, …
358 views
mittens
January 28, 2008
For The Geometrically-Inclined
Since I didn't get a chance to finish last night's post, consider this the aptly-named second installation of the yesterday's unfinished dev entry masterpiece. As I was saying, the first things I worked on over the weekend were level geometry rendering, collision detection and response (player/enem…
279 views
mittens
January 28, 2008
The Dangers of Exposure
Alright, now I'll write a real dev as opposed to the hardly-classifiable-as-a-cliff-note entry I made yesterday (well, two days ago at this point). As I sit here right now, I'm realizing that ever since I started development of Asplode! I have lost an average of about two hours of sleep every night…
345 views
mittens
January 26, 2008
New and Fancy
I have more I could show, but for now here's a quick screenshot of the fancified graphics that I'm playing with:

249 views
mittens
January 23, 2008
Meet the Pentabomb
I've been steadily working on Asplode! every night that I can and, at the moment, I'm currently working on gameplay that doesn't translate well into screenshots. I have yet to ever actually finish a game so, on Sunday, when I was expecting to move on to coding the particle and luminosity effects I …
470 views
mittens
January 17, 2008
From the Studio That Brought You the Asplode! Logo
Comes the workspace that brought you the Asplode! logo:

244 views
mittens
January 16, 2008
Asplode!


I think I have a winner here. This was totally in-game too. None of that prerendered crap that's all the rage these days.
289 views
mittens
January 14, 2008
Thundercats Are Go
The productivity boost that I've witnessed since switching to XNA2.0 is absolutely absurd. Unlike the work I did with Rawr 1.0 (the DirectX 9/10-based framework) where I wanted to ensure that if anything was used in the framework it was all written by me, I want to actually take advantage of all th…
284 views
mittens
January 11, 2008
Of Project Change and Pretty Pyrotechnics
Since the work I'm doing near-daily at my job has reached a critical overlap with the work I was doing on Rawr I'm putting the project on indefinite hold. In its stead I will be starting work directly on a game (not a framework; I'll only be adding to the framework on an as-needed basis during game…
338 views
mittens
January 01, 2008
Hey, It's 2008
The goal was to get some development done over the course of this break but, being the awesome people they are, my parents got me a 360 for Christmas. I followed that gift up with the purchase of a way-over-my-budget-but-zero-percent-financing-for-eighteen-months-is-amazing 42" LCD television capab…
357 views
mittens
December 19, 2007
HDR is the New LDR (F.D.R. is Still Cool, Though)
Last week, with the fixing of Boney and the id Tech 4 MD5 format that powers his reanimated flesh under my belt, I turned my error-prone fingertips to writing a high-dynamic range rendering option to Rawr. I realize that bloom filters are, without question, the most overused graphical feature this …
428 views
mittens
December 17, 2007
Fire Walk With Me
Over the last week I've been carefully balancing working on adding HDR rendering to Rawr along with watching the first and only two seasons of Twin Peaks. It's hard to judge a show like that, on the whole, because while the first, say, sixteen-seventeen episodes are absolutely remarkable in just ab…
358 views
mittens
December 09, 2007
Boney Reanimated
He lives again. As it turns out, the big, complicated function isn't necessarily the source of the bug.



Original Code:
void CMD5MeshNode::InterpolateSkeletons( int iCurrentFrame, int iNextFrame, float fDelta )
{
if( !m_pAnimations || !m_pAnimations[m_ulActiveAnimationID].ppSkeletonFrames || !m_pJoints…
295 views
mittens
December 08, 2007
Of DirectX and D3DX
I'm certain that I've written about this back in the days of yore but, slowly, as time went on, I actually began to trust and even like using the Direct D3DX utilities in my own codebase. I have generally only relied on the matrix, vector, and quaternion functionality early on in developing a codeb…
306 views
mittens
December 08, 2007
Bad Boney! Bad!
I think something is broken.



This kind of supreme screw-up only occurs in Release mode, though, so I guess that's something to go on.
321 views
mittens
December 06, 2007
A Dysfunctional Joint
This isn't really much of a dev journal entry -- admittedly, I'm actually playing Disgaea: Afternoon of Darkness on my beloved PSP while I write this. I do have plans for a real entry sometime this weekend on the topic of D3DX so, yeah, that's my preview. And, unlike the previews for television sho…
301 views
mittens
December 05, 2007
Skin and Bones
It's no coincidence that I haven't made a real dev journal entry since September 7 since that is about when class (my last class evar, even) started up. Since then my weekdays have been pretty filled with a combination of class, work, and homework so I haven't been able to make much progress on my …
274 views
mittens
November 20, 2007
Yet Another Exploration Of My Psyche
There are various aspects of my personality which are decidedly ruled by what is conventionally considered to be the right-side of the brain -- the side that handles the warm, fuzzy feelings and such. I have an incredibly vivid and vibrant imagination that is constantly at work no matter what I may…
274 views
mittens
September 25, 2007
Games As Art
I watched Saving Private Ryan over this past weekend, since I hadn't seen it in a few years (and had only previously seen it on VHS), and I had forgotten just how great the movie really is. I wasn't sure how much I would enjoy it after watching Band of Brothers so many times due to the fact that Ba…
422 views
mittens
September 21, 2007
Team Fortress 2
It's fun.

274 views
mittens
September 07, 2007
Of Kittens and Carpet Bombs
Due to a fairly busy week, I haven't really gotten a chance to write an update about the work that was done on Rawr over the course of the Labor Day weekend, so here is this update. Progress on the framework may be a bit sporadic now that I'm doing some part-time journalism for a little-known gamin…
317 views
mittens
September 02, 2007
On Change
So, I moved into my new apartment a couple of weeks ago off in a city about thirty-or-so miles from Ann Arbor. It's a one-bedroom apartment that is, quite frankly, about one bedroom larger than I really need, but at least that gives the cat some more room to wander and stalk invisible monsters. I'm…
361 views
mittens
August 31, 2007
Creating a GPU-Friendly Terrain Renderer
In yesterday's entry I went over some of my experiences and thoughts in regards to the Terrain Rendering Using GPU-Based Geometry Clipmaps algorithm. In the process of working with this algorithm, I was actually faced with the fact that I my video card could easily thrash a great deal of geometry b…
512 views
mittens
August 30, 2007
Of Terrain Implementations & Future Considerations
In between the number of Counter-Strike: Source games and my reinvigoration with Bioshock (once I got over the mid-game, relatively dull, hump), I've been working on this whole terrain geometry clipmap thing. Right now I'm focusing on getting the entire mesh -- that is, all of the clipmap levels at…
308 views
mittens
August 28, 2007
Of Bioshock and MxM Blocks
Well, it's been a couple weeks, but I'm now fairly established in the new apartment and it's absolutely fantastic. Though, aside from the move, the main other reason for the lack updates has, of course, been Bioshock, which is far and away the best game I've played in recent months

The Bioshock thin…
445 views
mittens
August 14, 2007
A First Step in a Terrain Rendering Implementation
My first real order of business once I returned from my weekend-long trip to the Michigan hinterlands where my permahouse resides was to start researching a decent terrain rendering algorithm for which my programming efforts would be focused upon for the next week or so. This was a process which I …
563 views
mittens
August 10, 2007
.

.

Last night I got some more work done on this god forsaken camera class that I've been working on writing for Rawr. I'm sure, at this point, that there's something wonky going on outside of the actual calculations I've been writing for the Camera. I made this revelation and then, of course, kept twe…
303 views
mittens
August 08, 2007
A New Angle
With last night's changes to the Win32 mouse handling code working surprisingly well -- other than the fact that, for some reason, decrementing ::ShowCursor until 0 does not seem to be doing a lick to actually hide the cursor (which is a very low priority to get working) -- I went back to my ripped…
299 views
mittens
August 07, 2007
Still With the Every Dev-Day Thing
I'm still going with the dev journal entry for every day of actual development I do on this little project affectionately titled Rawr. Today was a sad day. Why was today a sad day, you may ask. Well, today was a sad day because I spent three hours struggling with that goddamn mouse. At first, the g…
245 views
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