Big Trouble In Little Chairtown

Chairs, spaceships, and mostly-coherent technical rambling. What could possibly go wrong?
133 comments
65 entries
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Drilian
January 13, 2010
Level 2 Boss-In-Progress
As usual, mirrored from the original at drilian.com, which has nice embedded videos instead of boring links!

Just another quick update to show off a pair of videos of the in-progress level 2 boss.

First, note that the textures that I have on there currently are horrible, and I know this. It's okay.

T…
1,244 views
Drilian
January 11, 2010
Level 1 Boss Update
(as usual, mirrored from the original at drilian.com)

Just a quick update to show off the fully-(or mostly-fully-)revamped boss of the first level:
Vimeo: Procyon: Level 1 Boss Update
1,372 views
Drilian
January 05, 2010
Update For The Past N Months
(As usual, this is mirrored from the original at drilian.com)

Yeesh.
It's been a while.
What have I been up to since early June? Quite a bit. On the non-game-development side of things: work's been rather busy (still). Also, I now own (and have made numerous improvements on) a house! So that's bee…
1,964 views
Drilian
June 04, 2009
Networking Is Hard (Part 3)
As usual, mirrored from drilian.com


In my previous two posts, I started looking into what it would take to code the networking for my game, and came up with a first draft, before realizing that floating-point discrepancies between systems totally threw my lockstepping idea for a loop.
Lockstepping Wi…
1,361 views
Drilian
May 30, 2009
Networking Is Hard (Part 2)
As usual, mirrored from drilian.com


In my previous post, I weighed the advantages and disadvantages of my game vs. a standard FPS with regard to networking. After doing so, I came up with an initial network design.

The biggest issue, personally, was dealing with the causality of the network game. E…
1,364 views
Drilian
May 29, 2009
Networking Is Hard (Part 1)
As usual, this entry is mirrored from drilian.com.


I haven't had much development time in the last (nearly two) month(s), but I have had time to nearly finish up the networking code for the game, so I thought I would describe some of the work that went into the design of the system.
Resources
I tried …
1,336 views
Drilian
April 09, 2009
Yet Another Super-Quick Update
(Mirrored from drilian.com)

Level 1 is effectively complete (excluding some global gameplay and balance issues.)

Here's a video:
">Procyon Level 1 At Youtube

Yay!

And some MP3s of the music from the first level:
To the Skies!
Boss Battle
1,423 views
Drilian
March 26, 2009
Another Procyon Update
Mirrored from drilian.com, as per usual.

This will probably be the norm for a while, unless I find myself with an excess of time some night; there'll probably just be some project updates for a few weeks.

Progress on finishing the first level is going good, all of the main enemies are implemented, th…
1,615 views
Drilian
March 19, 2009
Procyon Project Update
As usual, mirrored from drilian.com, complete with embedded youtube!

I haven't made any specific posts about my game in a while, so I thought I'd just make a quick status update.
Code ProgressProgress is coming along quite nicely. Most of the game systems are done (though I have some modifications t…
1,548 views
Drilian
March 02, 2009
.NET Reflection and State Machines
Mirrored from drilian.com, as usual.



The .NET framework's reflection setup can be amazingly useful. At a basic level, it allows you to get just about any information you could want about any type, method, assembly, etc that you could want. In addition, you can programmatically access type construc…
1,367 views
Drilian
February 25, 2009
Lightning Bolts
As usual, mirrored from my homepage, drilian.com. It's cooler there, with embedded youtube videos and stuff!


You're flying your ship down a cavern, dodging and weaving through enemy fire. It's becoming rapidly apparent, however, that you're outmatched. So, desperate to survive, you flip The Switc…
1,645 views
Drilian
February 06, 2009
Collision Detection Performance (Volume 2)
(As is now the usual, this entry is mirrored from drilian.com)


Yikes, I'm getting backlogged on the stuff I want to write about!

Anyway, this will probably be way shorter than it deserves, but my memory on the subject is about 3 months old. Basically, this will be more or less a short chronicle of…
773 views
Drilian
December 22, 2008
Collision Detection Performance (Volume 1)
(As is now the usual, this entry is mirrored from drilian.com)


I have been hard at work on my game (in my ridiculously limited spare time) for the last month and a half. One major hurdle that I've had to overcome was collision detection code. Specifically, my collision detection performed great on…
1,005 views
Drilian
November 26, 2008
Understanding Half-Pixel and Half-Texel Offsets
First, I'm joining the ranks of people whose dev journals are moving. In my case, I'm moving it to drilian.com. I'll mirror generally portions of them here (though this entry is mirrored in its entirety), so you can still track this journal on the Journals page to keep up to date. However, if yo…
5,130 views
Drilian
May 20, 2008
HUDson Hawk (The King of Terrible Puns Returns!)
Okay, I'm back! Sorry for the delay, my job got super-crazy there for a month or so. It hasn't really let up too much, but it's enough that I was able to get a little bit done. However, nothing really to show for it, I'm afraid.

But, I do have SOMETHING interesting: a look into the HUD design pro…
952 views
Drilian
April 04, 2008
Scrollathon 2008
This previous weekend, I was able to accomplish another major milestone in game development: The Scrolling Background (TM) (C) (R) (BBQ).



Click to enlarge

Requisite Scrolling Video (Xvid AVI, ~2MB)



The Skinny On Scrolling
The interesting thing about the scrolling method that I settled on is that it's …
857 views
Drilian
March 28, 2008
One Pass, Two Pass, Red Pass, Blue Pass
Here it is: another late-week journal update that pretty much chronicles my weekend accomplishments, only later.

But First, Beams!

First up, here's a preview of the powered-up version of the final main weapon for the project:


Click to enlarge

The beam itself actually locks on to targets and continually…
994 views
Drilian
March 17, 2008
Progress: Like Regress, Only Forward!
It's been tricky to make much progress these last couple weeks - having a (non-gaming) coding job and being able to come home and work gets tricky, so a large majority of my game coding time is weekend time. Also, couple some deadlines at work, and you've got a large case of "I don't want to code …
1,104 views
Drilian
March 05, 2008
Mork Calling Drilian, Come in, Drilian
I haven't had nearly as much time to get stuff done at home as I'd like, as work has been a bit of a scramble recently. Working ridiculously hard at a code-related day job and then coming home and trying to code is...difficult. And recently, highly unsuccessful.

However, this last weekend I was ab…
876 views
Drilian
February 11, 2008
One Year Later
It's done! Finally, after over a year since its completion, Mop of Destiny gets its own webpage!

I had a really difficult time trying to figure out what the webpage should even look like, so I just kept putting it off, until last night when I was almost asleep, I had that "eureka!" moment immediate…
789 views
Drilian
February 06, 2008
DrilNES - This Space Intentionally Left AWESOME
HERE COMES A NEW CHALLENGER!

Inspired by Scet's Tub of Awesome, I opted to continue work on my old emulator, DrilNES.
And here it is! DrilNES in all its glory! Note that it does not support PAL NES timing, it only runs NTSC games (so US and Japanese games only).





A Brief History of the World

I first a…
966 views
Drilian
December 30, 2007
Seriously, I Was Bored
No real dev updates. I'm still working on the behind-the scenes stuff. I got a bit bogged down with the asset management - turns out, handling on-the-fly asset streaming on the 360 using XNA is a tricky proposition, due to the garbage collection (which triggers every megabyte or so of allocation,…
804 views
Drilian
November 04, 2007
Slow Progress Is Still Progress
I've gotten less done recently that I would have liked, due to a lack of time to sit down at my computer. However, I did implement tiling perlin noise in-shader.

It uses the same basic technique as I used to set up the tiling noise (so you can read it in one of my earlier posts).

Basically, I can ge…
2,948 views
Drilian
October 30, 2007
Pumpkins: Great For Pie, Great For Faces
I haven't had time to do any more work on my project the last couple days, but I did have time to carve some faces on some pumpkins. My wife requested that the rounded one be a happy face, so I got to make some sort of surprised "OMGWTFBBQ" face on the second.


Click to enlarge

kekeke
1,171 views
Drilian
October 27, 2007
Jpeg Buoys Amidst a Sea of Text
So I put off working on this entry long enough that it's now two entries worth of data in one.


Too Many Instructions: Cutting Down On the Noise

So, the implementation of Improved Perlin noise from GPU Gems 2 boils down to 48 pixel shader instruction slots (9 texture, 39 arithmetic). That's one octav…
2,585 views
Drilian
October 25, 2007
Short Skirt, Long Jacket
So yesterday I got the crack filling up and running.

Tonight, I improved the routine dramatically.


The Trouble With Texcoords

The problem was, the edge-expanding algorithm I used was detecting way more edges than it needed to. Here's an image of a normal map generated using this (old, bad) method (I …
896 views
Drilian
October 24, 2007
The Big Procedural Easy
I took it easy today, so I was barely near the computer, but I did make some awesome progress.

Last night, I was able to finally get a prototype of my texture caching setup going.


Diffusing the Procedural Situation Using Bad Puns

Right now, it's a command-line tool that does the following:

  • Loads up a m…
1,027 views
Drilian
October 22, 2007
Sometimes They Come Back
Return of the chairs!

I needed a quick test to make sure that the noise textures work well in 3D, since that's their intended use, so I decided to run them on some chairs.

A few things to note:

  • These aren't currently being written to texture first (which is the ultimate idea) so the chairs in the back…
712 views
Drilian
October 19, 2007
More Textures!
This'll be a short update. I came up with a better pavement texture, and, while trying for the stones, came up with a nice method of star generation, so I refined that as well. Hooray for happy accidents!

The stars one really looks best zoomed in (the thumbnail looks kinda lame), but I like them b…
1,027 views
Drilian
October 17, 2007
Procedual Terseness
The Most Communicative Of Fingers

This entry was going to be a bit longer, but:




Yeah. It's the classic tale of "boy meets girl, girl rejects boy," except you replace "boy" with "finger," "girl" with "wall," and "rejects" with "breaks."

Sometimes playing wallyball can be considered dangerous.


Procedura…
1,326 views
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