Yeah, I'm still alive. Schools wrapping up, got finals starting next week so hopefully I'll be getting more done on Quadrion Engine after that.
Speaking of Quadrion Engine, it's a large endeavor that Shawn Simonson, Renato Ciuffo, Kieran Culliton, and I have been working on for a few years granted m…
Speaking of Quadrion Engine, it's a large endeavor that Shawn Simonson, Renato Ciuffo, Kieran Culliton, and I have been working on for a few years granted m…
I finally convinced my close friend Shawn Simonson to create a blog for his work on Quadrion Engine and other miscellaneous technical endeavors. He has a way with words; I'm sure that anyone who even bothers to peek at my blog will find themselves quite a bit more indulged with what he has to say. …
So with the little time I have to code, I've managed to get a little bit done on the engine.
One thing that's always bugged me when creating game/render windows is picking the 'right' resolution by default for the user. To combat this issue I wrote a window creation function that does just that.
int…
One thing that's always bugged me when creating game/render windows is picking the 'right' resolution by default for the user. To combat this issue I wrote a window creation function that does just that.
int…
Thanks everyone, I've received a lot of helpful comments and I was able to solve the problem.
Apparently, regardless of whether you're in release mode or not, Microsoft's vectors do some 'other' stuff in the background.
So, in order to fix this issue you have to use these pre-processor definitions:
Apparently, regardless of whether you're in release mode or not, Microsoft's vectors do some 'other' stuff in the background.
So, in order to fix this issue you have to use these pre-processor definitions:
#…
Is it me or does Microsoft's implementation of vectors in the STL seem oddly slow? This question came about after my past experiences and now recently a debate on a different forum.
Anyways, to investigate this I wrote a small program to test the speed of populating and fetching data to/from regular…
Anyways, to investigate this I wrote a small program to test the speed of populating and fetching data to/from regular…
Yeah, wow, college is definitely eating up the majority of my free time.
So what's been up? Nothing other than drowning in homework.
When I do get to code it's mainly just been refactoring old code though recently I've been dabbling around with implementing Angel Script into Odorless Engine.
Angel Scr…
So what's been up? Nothing other than drowning in homework.
When I do get to code it's mainly just been refactoring old code though recently I've been dabbling around with implementing Angel Script into Odorless Engine.
Angel Scr…
All this time I've been covering the development of my engine but I forgot to mention one very important thing, what it is for.
The whole reason I created this engine was so I could create the game I've always wanted to create, a 3D platformer similar to Paper Mario but tilted towards a more violent…
The whole reason I created this engine was so I could create the game I've always wanted to create, a 3D platformer similar to Paper Mario but tilted towards a more violent…
I managed to grab the lightmaps out of the IBSP. I've always wondered what they looked like raw since they're all 128x128 so I had them exported to the disk.
Here's an image I compiled of all of them from a random map.
They look pretty neat, you can see some of the shadows from certain faces.
Anyways,…
Here's an image I compiled of all of them from a random map.
They look pretty neat, you can see some of the shadows from certain faces.
Anyways,…
Well, I've been chugging away at Odorless Portable Engine for some time now and I've got something to show for it :)
If you're not familiar with what map this is then you should be shot =P.
I started implementing IBSP support as obvious in the picture. I've got texture loading working correctly with …
If you're not familiar with what map this is then you should be shot =P.
I started implementing IBSP support as obvious in the picture. I've got texture loading working correctly with …
Been a very long while since I made a post but I felt today was a good day to provide some update on the 'framework' which I'm more appropriately calling an engine based on GLFW.
I've been focusing on the GUI design lately and I believe it's ideal. To use the GUI you simply create a new class that d…
I've been focusing on the GUI design lately and I believe it's ideal. To use the GUI you simply create a new class that d…
I received my acceptance letter to Texas Tech a week ago; I was surprised at how quick of a response I got:
"You have been admitted for 08 Fall with a major in Electrical Engineering/Computer Science (dual)."
So yeah, I'm pretty excited. The only thing that I really need to do now is take the math pl…
"You have been admitted for 08 Fall with a major in Electrical Engineering/Computer Science (dual)."
So yeah, I'm pretty excited. The only thing that I really need to do now is take the math pl…
Lately people have been coming up to me in the CS lab asking about how I manage to remember my really long password(not necessary but I'm paranoid) which is 24 characters long, alpha-numerical.
So for whoever is interested, what follows is a really short guide on how to create the "perfect" password…
So for whoever is interested, what follows is a really short guide on how to create the "perfect" password…
It's the 5th of 6, 6 weeks my senior year of high school, my high school life seems to be winding down. It was a fun ride and I'm going to miss many of my friends as we all drift to our separate directions.
I've already applied to two colleges, University of Houston and Texas Tech University, the la…
I've already applied to two colleges, University of Houston and Texas Tech University, the la…
This is more of a message to my friends or anyone that care and I may have not already notified, but starting today I'll being gone for a little over a week for Spring Break. It's very unlikely that I'll be online during this time period, so if you need to contact me please text message me or if it…
Yesterday while coding the destructor for the TextureManager I noticed some rather odd difference in VS and GCC/G++.
First off the piece of code that VS was having trouble with that G++ didn't mind or complain at all about was this:
const unsigned int size = _vLoadedTextures.size();
GLuint textures[si…
First off the piece of code that VS was having trouble with that G++ didn't mind or complain at all about was this:
const unsigned int size = _vLoadedTextures.size();
GLuint textures[si…
With simplicity comes ease of use, at least in my case.
Here's an example of how to output some text to the screen:
Here's an example of how to output some text to the screen:
#define _BUILD_STRING_ "Odorless Entertainment - Framework - Build: " __DATE__ " at " __TIME__
#include "src/FW.h"
#include "src/UI/Fonts/FontManager.h"
#include
Odorless::Framework::UI::F…
THIS INFORMATION MAY BE INACCURATE I'M JUST EXPERIMENTING! If you find anything inaccurate please leave a comment ;).
I was brainstorming over stuff related to framework at school today. I remembered coming across some functions in OpenGL that let you pass colors off as a single integer but I forgot…
I was brainstorming over stuff related to framework at school today. I remembered coming across some functions in OpenGL that let you pass colors off as a single integer but I forgot…
I've taken a new approach on how to develop the framework, make it simple.
What follows is a fairly detailed, yet incomplete class diagram. I've been thinking about the GUI stuff lately.
The framework is coded in C++, but for the purposes of this class diagram and readability the syntax is not quite …
What follows is a fairly detailed, yet incomplete class diagram. I've been thinking about the GUI stuff lately.
The framework is coded in C++, but for the purposes of this class diagram and readability the syntax is not quite …
Here's something that I've been having trouble with, picking the right open source license. GPL sucks, it's very restrictive though that's what I currently have my works under.
Basically, I want something similar to this CC license -> http://creativecommons.org/licenses/by-nc/3.0/
I would use CC b…
Basically, I want something similar to this CC license -> http://creativecommons.org/licenses/by-nc/3.0/
I would use CC b…
I just updated to Ubuntu Gutsy simply because of Compiz-Fusion, so yea.. I've been toying around with that for quite a few hours and I finally got it how I want it to look.
I think it looks nice ;). I tend to choose darker colors since they are easier on my eyes. Bright pixels, to me, are the equiva…
I think it looks nice ;). I tend to choose darker colors since they are easier on my eyes. Bright pixels, to me, are the equiva…
I've always idled in #gamedev and helped people when I could, but trying to get help from even the most trivial problems is near impossible.
For example, today I had the following question:
Quote: Hey, does anyone know if it's possible to read pixel data from a texture in OpenGL?
bladezor: possibly.
…
Monospaced or not?
I was experimenting with the spacing and decided that I actually liked Monospaced better than Proportional, it's much easier for me to read, maybe it's just because I'm used to seeing all my text Monospaced in code.
I'll eventually need to implement a way for the fonts to be Propor…
I was experimenting with the spacing and decided that I actually liked Monospaced better than Proportional, it's much easier for me to read, maybe it's just because I'm used to seeing all my text Monospaced in code.
I'll eventually need to implement a way for the fonts to be Propor…
Well, for the most part, outputting text to the screen works. I'm having trouble getting it how I want it to look.
The fonts themselves are stored as TGAs and then a .dat file accompanies them which contains the proper UV for each character and takes into account the proper spacing/formatting, etc. …
The fonts themselves are stored as TGAs and then a .dat file accompanies them which contains the proper UV for each character and takes into account the proper spacing/formatting, etc. …
I got some work done on the Linux version of the framework, managed to write texture loading routines and got started on the font loader. I should check the Windows build often because earlier today I got this lovely linker error which makes no sense to me at all:
unresolved external symbol _main…
I found an interesting article on how to stay awake. Many of these are obvious, but if you're looking for other techniques this is a good start:
http://www.dumblittleman.com/2008/01/how-to-stay-awake-at-work-or-school.html
On the last step #14 when it speaks of "commando" I first thought they meant g…
http://www.dumblittleman.com/2008/01/how-to-stay-awake-at-work-or-school.html
On the last step #14 when it speaks of "commando" I first thought they meant g…
This past week has been a bit interesting. I formatted my computer and made two (three if you count the swap) separate partitions, one for Windows and the other for Ubuntu. I encountered more problems than I was expecting; backing everything up, etc was a breeze but when it came to re-installing dr…
I'm too lazy to retype a post that's going to be similar so I'm pasting what I wrote on a separate forum:
I'm posting right now with two things of gauze in my mouth. Every hour I have to switch it out with two new rolls of gauze because the others are quickly soiled in blood. Also, the sides of my f…
I'm posting right now with two things of gauze in my mouth. Every hour I have to switch it out with two new rolls of gauze because the others are quickly soiled in blood. Also, the sides of my f…
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