So I spent the last week or so working on a presentation and some other liberal studies work, so I didn't do any game development. However, I did manage to fit in some time to rediscover Doom and do some old school map making. Here's some shots of my map in its current form:
I just finished my pre…
I just finished my pre…
Well there's a minor bug in my MD5* loading code. MD5* files use the Z vector as up instead of Y. So I've had to transform the coordinates a bit. Unfortunately, my transformation isn't quite right because the meshes end up facing backwards. I feel like I've been fighting this format for too lon…
I finished my list primitive and integrated it with the engine. Its not quite a true linked-list in that it doesn't have any concept of order. It doesn't provide previous/next iteration; only unordered enumeration. Here's the interface:
struct util_list *util_list_ini(unsigned size, void (*del)(v…
Well, I accomplished lots since my last entry. The MADT festival went well and lots of people seemed interested in my work. I managed to make a couple of character animations and get them running in the game before the festival, however the animation code was just kinda jammed in there so I'm in …
Today was a good day. I fixed the two final bugs with my skeletal transformation system. Its now fully capable of skinned mesh rendering with textures and proper lighting! Here's a couple quick shots. If the framerates look low, its 'cause I'm doing vertex skinning on the CPU. I'll be converti…
Just about finished my MTR material loader. I didn't want to wait so I cheated a bit and filled in the diffuse parameter. UPDATE: Its done now.
The MTR scanner took WAY longer than I had hoped. The big problem, as I explained yesterday, was the complete lack of any kind of magic number or other i…
The MTR scanner took WAY longer than I had hoped. The big problem, as I explained yesterday, was the complete lack of any kind of magic number or other i…
Well I got static mesh rendering done today. I cleaned up my 3DS and MD5MESH mesh loaders and perfected the format for mesh resources. They have texture coordinates and multiple weights but I didn't have time to do a material loader yet so its rendered in plain, boring gray. That's for tomorrow.…
I was recently introduced to the Unix netcat program. I have to say I really like it [inlove]. I've got my two computers set up, one running Windows XP and the other Gentoo. When I run my game on the Windows box, the log output gets displayed on the Gentoo box. If I had a camera, I'd take a pi…
I started putting a Gentoo box together yesterday afternoon. I just got a framebuffer console working under generic VESA. My card was supposedly supported (STB Velocity 4400 Riva TNT), but it wouldn't work so I had to disable it. I also had some issues with my fstab permissions (I had /var set t…
Here's a rendering of my first attempt at clothing and texturing my main character. She still needs a lot of work but its a start. I've spent the last week working intensively at modelling and I've learned a lot about the female figure and polygon modelling in general. Anyway, now that I have a …
Today I figured out a way to access the internet despite my not having high-speed access until Sept. 26th (although Telus is having a labour dispute so who knows). I remembered that my parents (who have DSL internet) get free dial-up roaming access. So I tried it out and successfully logged on un…
So I've been without internet at home for about a week now. You'd think the limited access to information would make it hard to get any programming done. However, the opposite seems to be true. I just might have to give up GameDev.net simply for the productivity boost. Heh, just kidding; probab…
If anyone has a Cygwin binary of FontForge with FreeType compiled in, PM me PLEASE!
So I'm currently engaged in a viscious struggle to force FontForge to compile under Cygwin so I can get grayscale bitmap font rendering support through the freetype library which the precompiled binary doesn't seem t…
So I'm currently engaged in a viscious struggle to force FontForge to compile under Cygwin so I can get grayscale bitmap font rendering support through the freetype library which the precompiled binary doesn't seem t…
Huzzah!! Today I finally finished my PNG loader such that it actually works. I also updated image resources to deal with floating point textures. I rewrote some of my image resource -> OpenGL texture converter. I still need to add flexibility, but it handles directly OpenGL compatible image f…
I added basic input support (mouse and keyboard) in hopes of linking it with the ui and getting some stuff going. The keyboard interface is just about perfect and the mouse interface is generally good, although I noticed that its impossible to truly differentiate between a click and a drag without…
I was deeply saddened when I discovered that animated avatars aren't allowed. This time, I decided to take matters into my own hands. Using my newfound GDNet+ powers, I successfully circumvented this restriction within the confines of my journal (where the laws of the universe have no meaning). …
That's right! I didn't feel like working on my game today, so instead I learned how to write Firefox extensions. Its called Goto Gamedev.net. It provides a toolbar icon that takes you to gamedev.net when you click on it. It even supports tabbing via middle-click. Here's a screenshot.
To install…
To install…
SidenoteSo while I was lying in bed half asleep this morning, I had the bright idea of using the H1 HTML element to enable sidenotes and add a pit of panache to my journal. This should work because H* seems to be one of the few elements that isn't blocked. I've just added some CSS to create block…
So over the past few days I've been trying to figure out how to structure my GUI code so that its easy to use and extend. I'm working in C so when I talk in object-oriented terms, I'm talking figuratively. My lack of design pattern knowledge will probably show here.
My first approach yesterday was…
My first approach yesterday was…
So this morning was my last bit of overtime! Now I can get back to the important things in life.
So today I wrote a function to convert image resources into OpenGL textures. It handles all the basic texture formats directly, but it can't handle deep conversions (ie: image formats that have out-of-…
So today I wrote a function to convert image resources into OpenGL textures. It handles all the basic texture formats directly, but it can't handle deep conversions (ie: image formats that have out-of-…
This is going to be a short post 'cause its bed time.
I've been too tired after work this past week to do much of anything, what with all the overtime. However, I've managed to sneak in a bit of modelling. Here's a couple shots of my progress on my female character. Its been smoothed over once, s…
I've been too tired after work this past week to do much of anything, what with all the overtime. However, I've managed to sneak in a bit of modelling. Here's a couple shots of my progress on my female character. Its been smoothed over once, s…
Well after 10 hours of dealing with garbage (literally), I didn't feel like coming home and doing much of anything. With much drama and gusto, I somehow managed to pull myself together and get started on a new character model. I'm starting with the feet this time, and trying to get a good look wh…
...and bought a GDNet+ membership. It was hard to justify until I realized that I could pay it off by working 2 hours of overtime. [grin] Now that I'm here, you can expect countless hours of entertainment ecstasy!!
Now I admit, this journal entry doesn't have much content, so maybe its not very e…
Now I admit, this journal entry doesn't have much content, so maybe its not very e…
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