Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
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Aardvajk
September 06, 2019
Hey

Hey

Wow. Been a while. Must be years since I last updated this. So I'm still alive and I'm working on a toy version of LLVM purely for my own amusement.

Pv is a virtual machine executable that executes a fairly small virtual instruction set:

enum class Reg : std::uint8_t
{
    Pc,
    Bp,
    Sp,…
3,178 views
Aardvajk
March 30, 2017
Further developments

Been working hard on Om and added a few new features.

Figured out a way to have implicit [font='courier new']this[/font] in functions, as long as they are defined inside the object of which they are methods. Name lookup rules similar to C++, so a parameter or a local variable is considered first, th…

1,903 views
Aardvajk
March 26, 2017
Implementing Properties

I seem to have become obsessed with Om, my scripting language, again and have done nothing whatsoever on my game since last entry, just been busy with Om. I justify this on the basis that a) I'll need a scripting language for my game and b) this is hobby stuff so I can do whatever the hell I like :…

3,601 views
Aardvajk
March 21, 2017
Optimising my scripting language

Decided I needed a break from graphics programming so decided to revisit Om, my scripting language. For those who didn't read the entries about this a few months ago, I came heavily unstuck in my last iteration of this project, since I had decided to implement deterministic destruction in a dynamic…

2,829 views
Aardvajk
March 15, 2017
QtScripting madness

tl;dr: health much improved, wrapped [font='courier new']QtScript[/font] in a command line application with a DLL plugin system.

When I was messing around getting normal mapping working recently, I decided to use the alpha channel of the normal map as a specular value to allow for per-pixel specular…

2,318 views
Aardvajk
March 13, 2017
Various

tl:dr; collapsed in the street, spend a night in hospital. Transparent rendering works. Character controller works. Animation works. Have a first person arm-rig sort of working.

I'll start with a personal note - collapsed in the street last Wednesday and discovered I couldn't get up. A couple of ver…

2,395 views
Aardvajk
March 02, 2017
Progress Update

tl;dr: My level editor lets you assign a texture and/or normal map to each face of the level geometry and the game dynamically generates pixel shaders to support the required combinations.

Progress Report:

I've updated the level editor…

2,443 views
Aardvajk
February 25, 2017
Multiple Lights and Shadows - Video and Code Walkthrough

So finally a video showing the multiple lights and shadows in motion. It's a lot smoother here, maintaining 60 fps effort…

4,023 views
Aardvajk
February 24, 2017
Light and Shadow Musing - Call for opinions/experience please

This is more of a design ramble than a technical issue that I have today. I was hoping to take the approach of having multiple point lights in my game levels, but just use a single shadow caster, but as you can see from the screenshot, this creates some weird situations where a shadow can be cast d…

2,834 views
Aardvajk
February 22, 2017
Some progress (added new vid)

Making some decent progress on the game over the last few days.

First up, I implemented a billboard-based particle system, used for the torch effect in the video above. It uses the following sprite atlas that I stole from the internet somewhere and generates a dynamic vertex buffer each frame. Since…

2,501 views
Aardvajk
February 18, 2017
New Game

Just a very quick entry today since I haven't posted for a while, to introduce my new game. Not that we have much to show yet.

My vision for this project is as follows:

"What do we get if we cross Super Mario 3D with a Rogue-Like?"

The …

2,048 views
Aardvajk
February 01, 2017
I reinvented JSON :)

As always happens when I'm starting a new game, I've started a new level editor. This one, however, is based on my [font='courier new']Gx[/font] and [font='courier new']QGx[/font] frameworks and so I'm hoping to keep it generic enough that it might be the last one I ever have to write (yeah, right)…

1,868 views
Aardvajk
January 25, 2017
Gx::Camera wafflings

Time for the next gripping installment of the development of my [font='courier new']Gx[/font] game framework library. The latest addition I'll waffle about today is the [font='courier new']Gx::Camera[/font] class from [font='courier new']GxMaths[/font].

The requirement I have for the camera is that…

1,968 views
Aardvajk
January 24, 2017
Building a bridge (to Qt)

Having made a good start on [font='courier new']Gx[/font] and having set up a game project that links to the [font='courier new']Gx[/font] headers and lib (in-place in the [font='courier new']Gx[/font] project for ease of update), I realised that a new game will need a new level editor, which for m…

2,790 views
Aardvajk
January 19, 2017
Framework Fun

About time I posted an update here. Been a while.

I have kind of lost a bit of heart in Om, my scripting language, since I realised that circular references lead to memory leaks unless I implement some kind of garbage collection. I've not given up on it - I will indeed try at some point to add GC t…

2,094 views
Aardvajk
January 09, 2017
Om Module system

Thought I'd try blogging about this before I started implementing anything to try to get it straight in my head. I've decided to change how the Om module system works a little, based on playing around with writing a driver to allow me to execute Om scripts from within Windows explorer.

At the momen…

2,198 views
Aardvajk
January 07, 2017
Om - postponing the worry

I've decided to just postpone worrying about cycles and memory leaks in Om for the time being. I may have to address this in the future, but for now I've discovered that there are actually so many things the user can do that cause leaks, infinite loops, stack explosions etc that I cannot efficientl…

2,562 views
Aardvajk
January 05, 2017
Mission Control - Om has a problem.

I realised today why JavaScript doesn't have deterministic destruction. Thought I was so smart basing Om around it.

Cycles.

If one object A references an object B and B references A, Om will never release the entities when they go out of scope. Memory leaks.

This is a well enough studied problem to…

2,787 views
Aardvajk
January 04, 2017
The Om Programming Language :)

The Om Programming Language :)

Rather a long journal entry today. I hope that someone sticks with it as I'm really getting quite excited about how my scripting langauge is starting to develop now.

I started trying to write a general overview of Om last night as I've been posting about my scripting …

3,404 views
Aardvajk
December 24, 2016
Om script - template special :)

Following on from my last entry where i "discovered" you could use templates to provide a common interface to two unrelated classes, I've now implemented this technique in Om, my scripting compiler and virtual machine and thought I'd just write this up a bit.

Om has various [font='courier new']Om::…

2,330 views
Aardvajk
December 20, 2016
Compile time "polymorphism"

So here is something I just discovered I can do in C++ that I didn't know about.


template class wrapper{public: wrapper(const T &t){ } int length() const { return -1; }};template<> class wrapper{public: wrapper(const StringEntity &e) : e(e) { } int length() const { return…

3,071 views
Aardvajk
December 18, 2016
Om scripting revisited

Howdy.

Been quiet for a while but have been getting back into my scripting language compiler/virtual machine. No particular reason, just has grabbed my attention for the last few weeks.

Today I started adding support for range-syntax on strings and lists:
var s = "hello";var m = [ "one", 2, 3.0 ]; o…

1,883 views
Aardvajk
November 05, 2016
Bow and Arrow beginnings [updated]

I've been working a little bit on the view mode with the bow this week. Not spent a lot of time on it but Saturday morning seems to be a good time to update my journal since I have an hour to work on the game and can't really get into anything else properly, so we are only about half-way through th…

3,440 views
Aardvajk
October 29, 2016
View Mode implementation and wittering

Now I have a chase camera working that can be assigned to move to different targets, I've been working on a "view mode" for the player. Holding down the right-mouse button moves the camera to a shoulder-view mode so the player can look around.

Read more in Journal of Aardvajk

2,979 views
Aardvajk
October 23, 2016
Rag Doll is back

Just a quick post to say I've re-integrated my rag doll system back into the current iteration of the game. This is based on making a set of Bullet shapes from the current skeleton configuration on the fly, then handing control of these over to Bullet.

New feature here is that the new chase camera …

2,523 views
Aardvajk
October 16, 2016
Mumbling about the Camera system

In preparation for being able to do some stuff with the bow aiming, I've ripped out and rewritten the [font='courier new']Camera[/font] system for the game. I've split what was one system into two classes now, [font='courier new']ViewTransform[/font] which represents a position and orientation for …

3,682 views
Aardvajk
October 07, 2016
All Kitted Up

Decided to take a break from player/world interactions and look at something I've never tried before, namely attaching objects like weapons to the player skeleton.

2,652 views
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