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…
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 …
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…
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…
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 …
There were two …
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…
"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…
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 …
...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…
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 …
Here is a quick pencil sketch I jotted out on graph paper. I ran the image through a filter after I …
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…
PERFECT DARK ZERO - XBOX 360
What is of particular i…
- 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) - …
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…
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…
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…
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…
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…
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…
I hav…
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…
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…
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.
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.
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