Journal of Genesis : Origins

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On going ramblings of my progress.
25 comments
38 entries
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vetroXL
April 04, 2009
Untitled
Added glare to my engine :O I hope it's subtle enough and not too overpowering...

">movie
883 views
vetroXL
March 19, 2009
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.
835 views
vetroXL
March 18, 2009
Particle System Is IN
I just added my particle system.... now I will polish off the collision detection and AI... it's getting close....
780 views
vetroXL
March 11, 2009
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
743 views
vetroXL
March 10, 2009
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…
968 views
vetroXL
March 09, 2009
CSM

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
676 views
vetroXL
February 27, 2009
Cascaded Shadow Maps
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 wou…
636 views
vetroXL
February 21, 2009
Cascaded Shadow Maps Part I
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...

685 views
vetroXL
February 15, 2009
Added Shadow Mapping
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



844 views
vetroXL
February 07, 2009
Added Parallax Mapping
Added parallax mapping with offset limiting and also played with the lighing code and physics code... it's starting to come together...



542 views
vetroXL
February 03, 2009
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.
491 views
vetroXL
February 03, 2009
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 n…
614 views
vetroXL
February 02, 2009
Latest Screen
612 views
vetroXL
January 28, 2009
Just Added Rotational Physics
I just added rotational physics to my engine with inertia tensors and all! o my!
547 views
vetroXL
January 27, 2009
On the Road to Physics
Just finisned my UI in dx10 and just started a home grown RK4 based physics engine
542 views
vetroXL
November 14, 2008
Added Bump Mapping
Just added bump mapping to my new dx10 engine.... UI is next.
506 views
vetroXL
October 27, 2008
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…
509 views
vetroXL
February 24, 2007
XBOX360 Bad Experience
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 …
520 views
vetroXL
January 26, 2007
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.

513 views
vetroXL
January 04, 2007
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…
529 views
vetroXL
November 20, 2006
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 …
617 views
vetroXL
November 20, 2006
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 …
537 views
vetroXL
November 20, 2006
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 …
555 views
vetroXL
November 11, 2006
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.
526 views
vetroXL
November 09, 2006
Game Not Dead Yet
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…
579 views
vetroXL
September 11, 2006
Playing with Filters...
I'm playing around with my bloom filters. I like the look of the Kawase filter, but it's not great on an LCD monitor. So I just applied a gaussian blur, instead of a ping-pong, and WOW! Check it. As you can see, the gauss is much softer...

Kawase1


Kawase2



Gauss1




Gauss 2
516 views
vetroXL
August 11, 2006
Final Push For Beta On It's Way!
Phew!

Well, really, it's for an alpha.

I've started integrating my engine with DXUT. This way I get a UI for free. At least the menu systems. The reason why i'm doing this, is to produce a stable and robust product. DXUT has all the annoying configuration stuff already done. It also has alot of UI…
495 views
vetroXL
August 09, 2006
Refactor on it's way...
I have decided to refactor the engine. I will keep my graphics engine and effects. However, I will migrate over to DXUT as the framework. This will help out with config issues.

Other Things in the works for a December Beta

* Integerate a third party physics engine.
* I will rework the UI elements.
*…
492 views
vetroXL
July 21, 2006
OverHaul
I'm thinking of overhauling my engine... maybe changing it to use DXUT. This will at least handle all of the annoying DX initialization and paramater stuff... maybe even get a gui for free...

Also thinking of incomperating Crazy Eddies gui
663 views
vetroXL
June 21, 2006
That Was Easy
XInput is extremly simple!
537 views
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