Chronicles of the Hieroglyph

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Building Hieroglyph 3, a Direct3D 11 based engine that will be available open sourced shortly...
485 comments
3 followers
316 entries
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Jason Z
January 09, 2007
Time for an update
So I really did intend on coming up with a schedule before I started major work on HydroGen. But even with the best of intentions there are times when things just don't work out according to plan. Instead, I started building the basic application and framework without even writing a sinle word of…
339 views
Jason Z
January 06, 2007
Silhouette Article
My third article was posted to the GameDev.net front page a couple of days ago. It presents a new silhouette rendering technique and you can see it here: Fast Silhouettes. I wrote the article a while back, but now its up for everyone to use. Hopefully it helps a few people out.

I did receive a co…
376 views
Jason Z
January 04, 2007
Progress being made
I updated the header of the journal with a tentative list of things that have to be done before a true development schedule can be hashed out. In essence, right now I have a good idea of what I want the game to be and what I think will make it special. I want to more clearly define the major char…
387 views
Jason Z
January 03, 2007
Keeping the hope alive!!!!!!
I just got an email from NVIDIA saying that it is going to take them longer to process the article submissions since they received so many of them! This means that I am still in the running to work on an article!!!! Woohooooo!!!!!

I think that is the best email of the year so far. I know it doesn…
324 views
Jason Z
January 03, 2007
2007 Update #0002
Just a quick update before going off to work:

Stompy pointed out that I was spelling Hieroglyph incorrectly, so I fixed that last night on all of my projects, files, and folders. Thank you for the notice!

I am also continuing to develop the schedule. I think for now I am going to go with a more gen…
340 views
Jason Z
January 01, 2007
First update of the year
The Beginning of the ProjectSo, now that I am dedicated to developing my first title, I will be working to put together a somewhat conservative but realistic schedule. I am usually pretty good at estimating how long it will take to perform a certain task, but the difficulty comes in when determini…
390 views
Jason Z
December 31, 2006
Moving on in the new year
What is in the past???
2006 has been a good year for me. I have had success in my personal life as well as my professional life, and to be honest I can't complain at all about how this past year has finished out. With that said, its time to start making plans for the coming year.

What is next???
I…
368 views
Jason Z
December 30, 2006
Bittersweet news
The BitterWell, I didn't hear anything from NVIDIA about my article proposal, and yesterday was the last business day of the year. So unless NVIDIA works weekends (even worse - weekends near holidays) my submission was probably denied. [sad] Even so, I am glad that I at least submitted the article…
320 views
Jason Z
December 28, 2006
New Ideas...
My wife bought a copy of Dave Eberly's "3D Game Engine Design, 2nd Ed." for Christmas. I am a pretty big fan of Eberly - it seems that he takes the time to explain things properly from the ground up. In fact, between the four of his books that are currently available, you can basically learn ever…
375 views
Jason Z
December 21, 2006
Quick Update
Just a quick update - I still haven't heard anything from nVidia yet about my article. I hope they actually received the submission and that it didn't get filtered out in a spam filter.

Even so, I have had a few more ideas on how to improve parallax occlusion mapping. Lately I have been reviewing …
311 views
Jason Z
December 12, 2006
More Parallax Occlusion Mapping
I spent my dev time yesterday working on a newer version of my parallax occlusion mapping effect. There was actually a bug in my interpolation between the final two sampled height points that was causing an aliasing effect unless I used insanely high sampling rates to somewhat 'brute force' the al…
321 views
Jason Z
December 09, 2006
GPU Gems 3!!!
I had been thinking about it for quite some time, but I finally got everything together and submitted an article proposal for GPU Gems 3. The submission page is here for those of you who are interested, but essentially they say that it would be best to provide a video or screen shots of the propos…
483 views
Jason Z
December 07, 2006
Parallax Occlusion Mapping revisited
Jack Hoxley recently started a thread on parallax occlusion mapping, asking if the algorithm is fundamentally flawed or not. I have to say it is not, and posted several additions to the algorithm for ensuring that the image does not get clipped. Here is what needs to be done:

1) Clip any pixels th…
663 views
Jason Z
December 03, 2006
Introducing: Alpha Blast
I finally have a little time to post about my most recent game project, titled Alpha Blast. This game was built for a Computer Graphics course that I am just finishing up now. It is a 2D side scrolling game, but everything is rendered in 3D with 3D models. All of the models are textured only, wi…
425 views
Jason Z
November 29, 2006
crunch, crunch, crunch
I have been meaning to post a little bit about my current OGL project, but I am right in the middle of a huge crunch for homework assignments. It seems that everything except the game project is due tomorrow, so I have been working hard to get everything done before then.

However, I should have som…
379 views
Jason Z
November 27, 2006
Recent Events
It has been a good long while since my last post. Things have been pretty busy between work, school, and family - but I should be updating more regularly over the next couple of weeks.

Lately I have been working on a project for one of my Masters courses: Computer Graphics. The requirement is to d…
364 views
Jason Z
September 28, 2006
The Fast Silhouette Article
As mentioned in my last post, I am going to be releasing the article here in my journal instead of posting it to gamedev.net because they don't seem to respond to any inquiries for months at a time. Anyways, here is the link to the article and a demo program to demonstrate it:

Article (*.pdf)

Demo P…
410 views
Jason Z
September 21, 2006
Third article
The third time is a charm...

I submitted my third article to gamedev a long time ago now. After each submission, you get a fogbugz ID and link to check the progress of your article in the review process. Basically it just says wether or not the fogbugz case is open or closed.

With each of the artic…
307 views
Jason Z
September 09, 2006
Physx Integration Continues
I have been busy integrating Physx into my engine, and I decided on the first project that will use it. I am going to make a sequel to my original game Lunar Rift. The new game will include a much needed graphics overhaul, real physics for all game objects, and a much better gameplay mechanism th…
389 views
Jason Z
August 18, 2006
PhysX Fun!
I have been having fun integrating the PhysX system into my engine. Originally I was going to try to make it an add on to the existing system with the use of 'controllers' (Dave Eberly Lingo), but ultimately decided that putting the reference to the physics actor in the object that the actor is si…
339 views
Jason Z
August 11, 2006
Shader X4 and PhysX
I finally received my copy of Shader X4 yesterday. It's always good to read about some of the latest advances and techniques to help you come up with more ideas. My productivity is probably going to be pretty low for the next week or so...

While trying to update my Lunar Rift code, I basically dec…
461 views
Jason Z
August 06, 2006
XNA Build
After reading superpig's post about XNA Build and that it included a commercial code base, I decided to download it and check it out. It is always interesting to me to look at a completed game and see how they do things differently than I do. It should be fun...


528 views
Jason Z
August 04, 2006
Silhouette rendering article
I am just putting the finishing touches on another article. It details a method that I am using for fast, older hardware capable silhouettes, ridges, and valleys. Hopefully someone out there will find some use for it. I should be able to submit it relatively soon...


Not a whole lot going on other…
423 views
Jason Z
August 01, 2006
Revisiting my old friend
While trying to figure out what my next rendering project would be, I decided to revisit my first game, Lunar Rift, and see how it was doing. I spent almost two years developing Heiroglyph (the engine) alongside Lunar Rift (pilot application), and am actually quite proud of how the game ended up.

I…
442 views
Jason Z
July 26, 2006
GUI in the scene graph??!!??!!
It sounds pretty crazy, but putting the GUI into the scene graph was actually one of the best changes I have ever made to the display system. All of the work and testing that I have done on my scenegraph object rendering code is now brought to bear on the GUI, which had previously been used as a s…
611 views
Jason Z
July 25, 2006
More GUI fun
Well, I recently posted about how best to use the directx effect file system to control state changes, in particular how to minimize texture changes. The best suggestion that I got was to use the ID3DXEffectStateManager and take control of how the states are being set.

This was actually much easier…
436 views
Jason Z
July 18, 2006
The beginnings of ray tracing...
I am heading off to go camping until the end of the week - and won't have any access to a computer until I get back. However, my recent studying of parallax occlusion mapping has sparked an interest in raytracing, so I printed out a few papers that I will be reviewing while I'm gone.

I have been ha…
655 views
Jason Z
July 17, 2006
Refactoring the GUI
I have been noticing that rendering my GUI elements is really a performance hog. After running some tests with PIX, I was able to figure out that each of my textured buttons was setting the same texture right before it was rendered. This amounted to about 45 set texture calls on a scene that only…
529 views
Jason Z
July 11, 2006
Continuing the struggle
I haven't taken the time to get the silhouette comparison images together that I mentioned in my last post. Things have been really busy, and I haven't had much time for graphics programming :(

However, I may have a little more time to look into things for the next couple of days. I recently wrapp…
514 views
Jason Z
June 27, 2006
Quick Update
I have been working on several new rendering effects (or render views as I call them in my engine) for rendering nice silhouettes, ridges, and creases. The actual geometry that I am rendering is relatively low-poly, so just about any algorithm was open for trial and error.

The first method I tried …
564 views
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