Abwood's Coding Notes

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Fairfax, VA
Personal Game Engine Development
28 comments
1 followers
17 entries
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Nit
May 01, 2011
Interfacing C++ and Python (Part 1 & 2 Sample source code)
By request, I'm attaching some sample source code that demonstrates the topics covered in my last two postings. This is a basic solution for calling into Python from C++.

I've also included in the attached zipfile, notes on how to configure a Visual Studio 2008 solution to use Python26. I expect i…
2,003 views
Nit
April 26, 2011
Interfacing C++ and Python (Part 2)
This is the second posting that deals with interfacing C++ with a Python scripting layer. Part 1 can be found here.

The focus in this post relates to the design I chose to follow for wrapping Python callback functions in C++. The design objective here is to ensure that a callback function can be q…
4,929 views
Nit
April 17, 2011
Interfacing C++ and Python (Part 1)
I've recently decided it was time to gain a bit more flexibility in my c++ codebase by adding support for a scripting interface. My initial use case was to enable my homegrown gui system (in c++) to offload callbacks and general customization to a scripting layer, rather than having to hard code a…
2,867 views
Nit
March 21, 2011
Standalone SVN Repository
Since I'm the sole programmer on my own personal game engine, I didn't feel much pressure in using configuration management software. I had at one point been reliant on regular backups by simply zipping the entire solution directory and timestamping the zip file. I keep a changelog that summarize…
2,140 views
Nit
June 04, 2008
Crash Recovery
I recently suffered a terrible HD crash on my coding laptop, which resulted in a loss of about 2 months of coding work. Needless to say, losing any amount of work that you are proud of certainly does suck. However, I've been able to collect a list of tasks that vanished as a result of this event …
1,378 views
Nit
May 08, 2006
Progress Report
I've been doing some serious simulation architecture designing and implementation for Azrial. This is a complete reworking on how simulation objects (actors, items, obstacles, areas, etc) are built and used. It's a lot of tedious upfront work, and providing little immediate visual reward. The re…
1,281 views
Nit
April 14, 2006
More stuff
Even though I was shooting for at least 1 new screenshot a week, I don't think it is worth it at this point in time. I'm at the point right now, were coding takes precedence over modelling and terrain building. So rather than show a screenie of the same old stuff, I figured I'd hold off until a f…
1,500 views
Nit
March 31, 2006
Network Subsystem v1.0
I have finished the UDP network communication layer between the client and the server and i'm pretty happy with how well it is working right now. I am properly handling reliable and unreliable packets, using the Reliable UDP protocol presented in Game Programming Gems 5.

The two components that I p…
1,415 views
Nit
March 07, 2006
Animation Channels and Polygon Offset
It's been a while since I last posted. I'm managed to accomplish quite a few things since last journal entry. The most notable change to the code base was the completion of my animation channel implementation.

An animation channel can be though of as a joint overrider. It is used to merge a list …
1,825 views
Nit
February 17, 2006
Model Manager changes
Classic move on my part. Before I jump into Animation Channels as I said I would in my last post, I decided to fix a few things bugging me with my ModelMGR.

The way things currently work is that each model has a corresponding texture with the same name (obviously different extension, but you get …
1,375 views
Nit
February 15, 2006
Joint Attachments
set up a good architecture for the joint attachments, and added some to a base character model. In the screenshot below, I attached a goatee, hair, shoulder armor, and the weapon. As you can see, I'm not the world's best 3d modeler. But it is good enough for now, and is easily replaceable in the…
1,119 views
Nit
February 08, 2006
Model Refactoring
Before I dive into the networking layer, I wanted to do some refactoring on my model system. I'm off to a good start, and I am really excited about the direction I am taking with my 3d model format.

In previous screenshots, you probably have noticed that dude in the white shirt and brown pants. Mo…
1,012 views
Nit
February 03, 2006
Splatting is working
I managed to get multitexturing working, and i'm pretty happy with the results. I now have an alpha map texture, which is used to "stamp" the new texture on top of the existing base tile. With the addition of texture splatting, the old system of blending tiles with their neighbors is thrown out t…
982 views
Nit
January 30, 2006
Gui Complete
I should have posted this earlier, but I needed a world of warcraft intermission this weekend.



The interface subsystem has been drafted. I have many of the basic components set up, including labels, panels, borders, textfields, buttons and chatboxs. There are more components that need to be added …
1,201 views
Nit
January 13, 2006
Event Subsystem, Optimization, and Gui Foundation
Since my last post, I have been spending my efforts on integrating game events into Azrial. So far, so good.

After completing the event subsystem, I moved onto writing a generic user interface system. I am aware of all of the libraries out there that already do this for you, but 90% of the fun of …
1,092 views
Nit
December 30, 2005
Progress over Xmas Break
Even though I had the week off after Xmas, I have been keeping myself busy. As a result, I have been working on minor changes whenever I get some free time. Some of you who have visited the dev journal prior to yesterday, may have noticed the new banner (created using The Gimp). It seemed like an…
990 views
Nit
December 21, 2005
First Journal Post
Welcome to Azrial's Development Journal. Azrial is an online role playing game that I have been developing on my own for quite some time. Once released to the public, this game will always remain free of charge. Throughout the evolution of Azrial's code base, I will be tracking my progress, ideas…
1,128 views
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