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On going ramblings of my progress.

## Untitled

Added glare to my engine :O I hope it's subtle enough and not too overpowering...

">movie

## Sprning Cleaning

I'm moving things around on my website/youtube and stuff... so please be patient and hopefully I didn't go too delete happy and backed up most of my things.

## Particle System Is IN

I just added my particle system.... now I will polish off the collision detection and AI... it's getting close....

## Launched My Website

From, now on, I will just keep the videos on that website updated.... and even create a little image galary....

http://members.gamedev.net/vetroxl

## PSSM

So I implemented Parallel Split Shadow Maps. This works slightly better than Cascaded Shadow Maps. I think that the difference in PSSM is that there is a "crop matrix" which basically "zooms" the split according to the frustum size, and there is only one projection matrix used for the lights POV. The way I implemented my CSM was just rendering the scene with a separate light Projection Matrix for each split. The PSSM way seemed to have completely eliminated the artefacts without any tweaking!

Anyways, this is where I got my implementation details.

Oh and here's another movie :)

## CSM

Well, I;m happy with my CSM implementation.... I didn't have a bug like I thought I did, it just required lots and lots of tweaking.

Here's a movie

So, I am implementing Cascaded Shadow Maps (CSM) on DirectX 10 using geometry cloning to render the scene to multiple shadow maps only once. However, I have an "artifact", more specifically, I think it's surface acne... I tried different depth value bias, but I am not sure if a slopedepth bias would work or if playing around with the rasterizer state will help out... I will have to try when I get home tonight.

I just added the first part of CSM to the engine, that's splitting the frustum up. I am now going to start implementing the shadow map rendering of all the splits and see what kind of optimizations I can come up with directx...

Just added shadow mapping to the engine... I'm thinking of trying out shadow volumes instead... with mapping a very high res texture is needed to get good results in an open enviornment such as space... here's a movie

Added parallax mapping with offset limiting and also played with the lighing code and physics code... it's starting to come together...

## Happy With Camera

I just updated my camera model and I like it better than my old one. The new physics engine is going to be quick... I plan on splitting it off into it's own thread. Here's a movie of the physics in action. Ad here's a screenie.

## More Screens Of Bump Mapping with New Physics Engi

I decided to drop Tokamak and write a physics engine myself... so far I have it about 70% done... it's an RK4 integrator and it models springs as well... it's much faster and of course, I have more control over it so I can tweak it on a per-project basis...

Collision detection is next... I'm still not happy with my camera though... I'm thinking of porting my old camera over... basically it modeled the spring outside of the physics engine.. that's how I cheated.. I don't really need mass.. but springs make movement more smooth...

## Latest Screen

screen

I just added rotational physics to my engine with inertia tensors and all! o my!

## On the Road to Physics

Just finisned my UI in dx10 and just started a home grown RK4 based physics engine

Just added bump mapping to my new dx10 engine.... UI is next.

## Reactivated Account

I have reactivated my account. I'm in the middle of re-writting my game engine starting with the graphics... the old one was a beast and it got out of control real fast. I was not using refactoring and well, it just collapsed.

At some point, One has to just take intiative and go... this is it, I hope :) no more re-writes, small goals and a whole lot of dedication... this is now 2 years in the making...

V

Hello,

I have been very happy with my xbox 360, until this morning. I powered it on and I received the 3 Flashing red lights. I went through the customer service. I was told that I had to pay ~$160 and wait about 3 weeks to get a new console. Why, should I have to pay$160, after spending ~\$500 for a bad product?

I talked to customer service and told them how I felt, and that for an extra 100 bux I can go out and get a Wii that works. They told sorry I felt that way and went on their way. What kind of service is this?!!

Anyways be warned if you plan on buying a 360.

VetroXL

## Things Are Moving Right Along...

Just finished adding bump-mapping to the graphics engine. I also just finished adding obstacle-avoidance and hiding to the AI engine for some cool missions. Speaking of missions, I also designed the whole first ACT. 8 Missions so far, I am shooting for around 30.

## Update on progress

I have made some major changes and additions over the holidays... I fully intergrated Tokamak Physics SDK and added an octree for faster culling of objects. I'm also trying out some models from 3drt.com. I'm not sold on them though yet, but I do like the alien ships.... Check out the showcase for an updated movie trailer

## Physics

So, I've just finished playing around with the Tokamak Game SDK, which is a physics and collision detection sdk. Man, it's easy and it's quick. However, the community seems dead, so that scares me and is making me hesitate about committing to it... Also, no source, So i can't port it over to an XBOX 360 if the oppurtinity should ever arrive. So I'm going to try out TrueAxis tonight. The only thing is, I have to pay for TrueAxis.

I have a decision to make. Commit to Tokamak, it does what I need it to and when AND IF, the oppurtunity to port to XBOX 360 arrises, I will change then. I will have to design my code to handle this situation. The Bridge Pattern comes to mind.... Or try out and commit to TrueAxis and possibly fork over alot of money if my game is succesful... hmmm... I think the first option seems more practical at this stage...

## Physics

So, I've just finished playing around with the Tokamak Game SDK, which is a physics and collision detection sdk. Man, it's easy and it's quick. However, the community seems dead, so that scares me and is making me hesitate about committing to it... Also, no source, So i can't port it over to an XBOX 360 if the oppurtinity should ever arrive. So I'm going to try out TrueAxis tonight. The only thing is, I have to pay for TrueAxis.

I have a decision to make. Commit to Tokamak, it does what I need it to and when AND IF, the oppurtunity to port to XBOX 360 arrises, I will change then. I will have to design my code to handle this situation. The Bridge Pattern comes to mind.... Or try out and commit to TrueAxis and possibly fork over alot of money if my game is succesful... hmmm... I think the first option seems more practical at this stage...

## Physics

So, I've just finished playing around with the Tokamak Game SDK, which is a physics and collision detection sdk. Man, it's easy and it's quick. However, the community seems dead, so that scares me and is making me hesitate about committing to it... Also, no source, So i can't port it over to an XBOX 360 if the oppurtinity would every arrive. So I'm going to try out TrueAxis tonight. The only thing is, I have to pay for TrueAxis.

I have a decision to make. Commit to Tokamak, it does what I need it to and when AND IF, the oppurtunity to port to XBOX 360 arrises, I will change then. I will have to design my code to handle this situation. The Bridge Pattern comes to mind....

## New Wallpaper

There's a new wallpaper over at deviant art, it's an ingame screen shot. I've finally overcame a huge hurdle in my graphics engine.

Unfortunatly I under-estimated the effort of developing a full fledged game on my own. It is taking far longer than I expected. At first I was thinking of a One year Time frame that would've had a beta out by the Summer of 2006 and the release by Xmas 2006. Not going to happen. I am now looking at a Two, maybe even Three year time frame.

On that note, as I was driving to work this morning, I was thinking of passing a full scene blur and testing the performance of that on my X1600 card from ATI.

I have redeveloped my UI. CEGUI is unstable to put it in a nice way, and I can't find another library so I spent some time tweaking my own. It works.

Some more screen shots comming up this weekend.

VetroXL