We stumble at noonday as in the dark.

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We are in desolate places as dead men.
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18 entries
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jdaniel
July 09, 2006
Texture Hunting in the Middle East




I've been trying to build up a texture library in order to texture map my levels. I brought my digital camera to the park here in Knoxville, and took some shots of the grass, some rocks by the river, the sky. They were nice but I needed a little more variety.

So I logged onto expedia and bought tw…
2,103 views
jdaniel
May 21, 2006
Quad-Trees and Erratas
I finished coded and implementing the quad-tree data structure to handle my collision detection geometry. I figured that a quad-tree would do the trick because I see no reason to partition the geometry along the y axis. If my level geometry consists of several rooms above rooms, I don't think it …
985 views
jdaniel
May 15, 2006
Paul Nettle, Night of the Raven, and Adaptoids
In a recent entry I made some comments about Paul Nettle's collision detection article here on gamedev. You can find his article here:

General Collision Detection for Games Using Ellipsoids

I spent some time this weekend combing through my code to try to find my mistakes. I found them and fixed th…
1,017 views
jdaniel
May 09, 2006
Smooth key scrolling
I fixed the key repeat issue with my engine tonight. Before, I was relying on the operating system key repeat setting to implement movement. So when the player held down the 'W' key, for example, the engine would move forward a frame, pause, and then start smooth scrolling forward.

There were two …
1,112 views
jdaniel
April 22, 2006
Leveling Up
If the rules of life were really like the game Oblivion I would have woke up this morning and thought...

"So that's how you do it. What once was a struggle has now become second nature. Please distribute attribute points."

I will add +3 to my Collision Detection skill please.

I finally finished the…
1,244 views
jdaniel
March 17, 2006
collision and backgrounds
I have basic collision detection working now. I still need to make the routine recursive and add sliding. Geometry that can collide is now a derived zone class of the world object. Only zone geometry is considered for collision tests. Selectable items will be another derived class of the world …
1,098 views
jdaniel
March 11, 2006
Quake 3 running at 11,520x3072 resolution
Have you ever seen Quake 3 running at 11,520 x 3072 resolution? Well, here is your chance. It required 27 DLP projectors running at 1280x1024 each to do this:

http://members.gamedev.net/jdaniel/movies/quake3_11520x3072.mpg
962 views
jdaniel
February 22, 2006
ray casting and printf
...fun with printf and the ray equation.


...

Ray origin (players current position): -24.394674 0.000000 8.963964
Normalized Ray vector (direction player wants to move): -0.750111 0.000000 0.661312
Point on plane (a point on this polygon): -105.251305 -131.641800 -105.308907
Normalized plane normal (norm…
976 views
jdaniel
February 20, 2006
Preliminary level...
It snowed here over the weekend, so I finally convinced myself to do some work on this project. I am about ready to code up the collision detection, and I need some level geometry in order to test.

Here is a quick pencil sketch I jotted out on graph paper. I ran the image through a filter after I …
949 views
jdaniel
January 28, 2006
silhouette detection and tool development
I've noticed silhouette detection being used more commonly in next generation titles. Perfect Dark Zero uses silhouette detection as a special ability of one of the guns. Here is an example (and yes, this was my camera aimed at the television :P)


PERFECT DARK ZERO - XBOX 360

What is of particular i…
1,638 views
jdaniel
December 10, 2005
Code Updates and XBox 360 Impressions


  • I fixed a bug that in the front/back face edge culling algorithm where the face normal was not being properly multiplied against the rotation matrix.


  • I added the ability to rotate or translate any selected object in the world.


  • I added a new red-black tree that is keyed on name (a string currently) - …
1,032 views
jdaniel
December 02, 2005
Performance Profiling and Optimization


I arrived at an appropriate development stage in my graphics engine that current bottlenecks are interesting to locate and certain optimizations may be appropriate. Here is an abbreviated account of what I did to explore these bottlenecks and search for possible optimizations.

The first thing I wan…
1,183 views
jdaniel
December 02, 2005
Performance Profiling and Optimization


I arrived at an appropriate development stage in my graphics engine that current bottlenecks are interesting to locate and certain optimizations may be appropriate. Here is an abbreviated account of what I did to explore these bottlenecks and search for possible optimizations.

The first thing I wan…
920 views
jdaniel
November 09, 2005
Blending Eyeballs and Eyelashes

I spent the second half of the day coding. The first half of the day I took my wife and my dog to Cumberland Mountain State Park for a great day of hiking.

One of my issues today was properly rendering OBJ exports out of Poser. After tracking down and repairing the non-null terminated string bug t…
1,075 views
jdaniel
November 06, 2005
Happy Birthday to me
Today is my birthday and I have now been on the planet for 32 years.

For my birthday I received some great stuff. For one, I got the Game Programming Gems 1 - 5 books. This is some serious reading material and it is going to take me a few months to plow through it all. Some of it is rather intens…
840 views
jdaniel
November 01, 2005
SDL, Land of the Dead, and Ultimate Game Design
I spent this week reading the SDL library documentation and porting my engine from glut to SDL. I thought seriously about porting the code directly to the WinAPI and using OpenAL for sound, but finally decided to use SDL for various reasons. The most important being the portability to LINUX.

I hav…
949 views
jdaniel
October 28, 2005
Surface Latent Heat Flux in the year 2095
heatflux_2095.mpg

I've uploaded a 320x240 movie of a recent openGL application that I put together. The data shown is taken from a possible 2095 scenario that is a "worst case" possibility of atmospheric CO2 concentrations that continue to increase at an unabated rate of 1% per year. The latent heat…
830 views
jdaniel
October 23, 2005
success nVidia press release
http://www.nvidia.com/object/ornl_success.html

I just noticed nVidia issued a press release that involved some of my work. Must have been a slow press cycle.. :) There is a nice picture of some of the IPCC climate runs that I rendered onto the powerwall however.
861 views
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