Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
Advertisement
Aardvajk
September 24, 2016
Back to the Platformer (again)

Well, it's official, I'm bored with the spaceship game already. Went too simple and found it dull to develop, let alone play, so am back with the 3D platform game.

It's the game I always wanted to write anyway and the existing code …

1,979 views
Aardvajk
September 16, 2016
Flight Modes experiments

I've been experimenting with using two different flight modes. It is quite fun zooming around in the normal flight mode, but almost impossible to actually do anything precisely such as landing on a particular block and so on.

Now pr…

1,502 views
Aardvajk
September 11, 2016
Tweaking

Have just been making a few tweaks to the spaceship handling this morning.

I've added some roll to the ship when turning. Nothing properly aerodynamic or anything, just a visual effect really based on the raw mouse input the player class is reading.

I've also now added proper velocities for vertic…

1,338 views
Aardvajk
September 09, 2016
Quick Spaceship Model

Happy to report I seem to be able to throw together very quick spaceship models with my 3D model editor far quicker than characters.

Just made this in about ten minutes last night, just as a placeholder for the game.

In theory, the…

2,913 views
Aardvajk
September 06, 2016
Keep It Simple Stupid

The whole spirit of this project is "Keep it simple, stupid." I want to stick to a manageable scope that will actually allow me to get past the 80% engine writing and get some pleasure from the 20% polishing that actually makes a playable game.

So here we have the very first basic steps in pilotin…

1,950 views
Aardvajk
September 03, 2016
Random Caves

Quick Saturday morning update. Only have an hour on Saturday before the meet up with non-technical friends to set the world to rights.

Still very ugly, but I'm randomly generating cave structures now. I was going to use the perlin noise for this but didn't really work so I've just implemented a rat…

1,720 views
Aardvajk
September 01, 2016
New direction (this week)

Just taking a quick five minute break from work to update here (honest :)).

I've decided I want to take a break from all of the complicated stuff I've been doing lately, including planet generation, using skeletally animated characters in platform games and so on. I really want to try to invent a p…

1,428 views
Aardvajk
August 23, 2016
Planet Engine - Frustrum Culling and Horizon Culling

I decided to take a step back from the noise and terrain generation and move back towards the actual generation of the mesh at varying levels of detail. Something that needs work anyway and might hopefully make some of the other stuff make a bit more sense.

I discovered pretty quickly that just a v…

3,259 views
Aardvajk
August 21, 2016
No idea what I'm doing

This entry will probably get edited as I go along this morning. No idea what the hell I'm doing here.



I modified my offline generator to output a range of colours instead of just heights.


QRgb color(GenerateType type, float value){…

1,909 views
Aardvajk
August 20, 2016
Yet another Planet entry

Okay, so following on from last time's success at creating a wrap-around seamless cube texture from the noise functions:

Here is the same texture just applied as a diffuse map to my planet at a fixed resolution:

Read more in Journal of Aardvajk

1,799 views
Aardvajk
August 17, 2016
Planet Generation - continued

So I've been making some slow progress with my planet rendering. Hit a bit of a brick wall at the moment so thought it was time to post a quick update on where I have gotten so far.

I was playing around with different noise generation methods and ended up basing one on Sean O'Neil's Sandbox project…

2,740 views
Aardvajk
August 13, 2016
Perlin Noise Day (week)

Just a quick entry today. Running out of morning time.

Decided I needed to take a break from level of detail on a sphere stuff so have decleared today to be Perlin Noise Day. Will need to be able to generate some kind of perlin noise based cubemap or something for height maps for my planetoids and …

1,276 views
Aardvajk
August 12, 2016
Planetary Rendering - A very basic beginning

As I may have recently mentioned, I've suddenly become obsessed with the idea of procedural planetary rendering. Maybe it's all the hype surrounding "No Man's Sky" but whatever is causing it, I'm stuck with the idea now.

So it seems there isn't a "SAMS Teach Yourself Planetary Rendering in 24 Hours…

1,161 views
Aardvajk
August 10, 2016
Ah

Ah

Sod it. Going to write a planetary engine. Check back here in about five years.

The good news - I managed to track down Sean O'Neil's demo and source. The bad news - I'm an idiot and will never get this working.

935 views
Aardvajk
August 08, 2016
Sky Box Added

Finally managed to locate a free day-time skybox generator and made a sky box for my game.

I lifted the code from my space game to add it to the platform game. Basically creating a cube map using the six faces of the texture, then generating a sky box geometry mesh using the position-only vertex fo…

907 views
Aardvajk
July 23, 2016
Back To The Platformer

Struggling to get going this morning, so thought I would update my journal for a change. Did a bit more work on the spaceship game I posted about last, until I decided once again to dust off the platform game and continue with that. The spaceship game was a neat idea but a bit too ambitious and was…

1,375 views
Aardvajk
July 09, 2016
Orbit - my new game project

Hello all. I'm still alive and still working on hobby projects, just haven't posted here for a long, long time.

I've just commenced work on a brand new hobby project. This is going to be a space-based game called Orbit for now until something better occurs to me.

It is going to be an open-universe …

1,175 views
Aardvajk
March 31, 2016
Personal Update

Just a quick personal update to explain my total lack of posting here for a while.

Had some kind of problem with my stomach and kidneys which led me to be admitted to hospital a couple of weeks ago. I was able to walk when I went in to the doctors, was rushed to the hospital in an ambulance and was…

1,932 views
Aardvajk
February 17, 2016
Frustrum Culling (with video)

Slipped and fell down three steps flat on my face onto concrete at work yesterday. Have smashed up two knees, one ankle and one wrist. Falling over at the age of 40 is a lot less funny than it was at 20.

On a brighter note, I've implemented basic frustrum culling in my game, meaning larger levels a…

1,535 views
Aardvajk
February 13, 2016
Textures and fighting with the editor

Fairly quick update today. I've added support for basic diffuse texturing to both the level editor and the game. The editor is very much bodged to support, but the game is handling it properly.

I've added Texture and TexScale proper…

1,569 views
Aardvajk
February 10, 2016
Seamless models - harder than it looks

Finally got finished on all of the pipeline work needed to start to use static meshes as part of the level design. Turns out it is far harder than it looks to make seamless models



But it's a start. Was a lot involved in getting to …

1,643 views
Aardvajk
February 06, 2016
Strip back the game

I decided the other day to completely strip my game back to basics. Well, I actually started a new project and gradually moved the code I wanted over because I'm obsessive like that and wanted to keep the old code untouched for refe…

1,958 views
Aardvajk
January 24, 2016
Modules in the Om scripting language

Modules in Om

I never wanted to add include statements to Om. I was always very keen to ensure that each script file could be compiled in isolation without having to do any kind of old-fashioned text-insertion.

I've spent quite a long time pondering the best way to approach a module system for Om. …

1,613 views
Aardvajk
January 16, 2016
Om: OpCodes, Varadic Functions and Reference Types

OpCodes for the Om Virtual Machine

Just finished up writing a full list of the [font='courier new']OpCode[/font] set that the Om virtual machine needs to support, along with a brief description of what each code does, so thought I'd dump it here. Surprisingly few really, considering some of the com…

1,642 views
Aardvajk
January 08, 2016
The "Outer Scope" problem in Om

Just finished up Om's solution to what seems to be known as the outer scope problem. Consider:

var outer = func{ var a = "hello"; var inner = func { out a; }; inner(); return inner;};var x = outer();x();Anyone familiar with the problem will be able to spot it here, but in c…

1,675 views
Aardvajk
January 04, 2016
Implementing "break" in the Scripting Engine

Just finished implementing [font='courier new']break[/font] in Om, for breaking out of [font='courier new']while[/font] and [font='courier new']for[/font] loops. Thought a write-up might be an interesting insight into the internals of the system, although I'm not sure who to .

First a quick overvie…

1,728 views
Aardvajk
January 03, 2016
Some template snippets

Hey.

Been working on a couple of containers for use in my scripting engine. Thought I'd just share them here.

First up, pod_vector is similar to std::vector but designed for use with POD types that can be trivially copied with a simple byte for byte copy. I'm not suggesting this is any faster than …

1,436 views
Aardvajk
December 12, 2015
Precise Jumps

This morning, I've just finished up implementing old TombRaider style precise jumps in the game.

Now, if you press jump, you hop on the spot. If, after pressing jump, you immediately press whatever forward is with respect to the camera, you hop a fixed distance forward. If you are running and you …

5,262 views
Aardvajk
December 06, 2015
Edge Traversal Improvements

Have been spending a bit of time improving the edge traversal stuff this week. I had to make a few mods to my model editor as I uncovered some issues when trying to improve the animation, which was a bit of a side-track, but always good to get things working right in there.

The slightly improved s…

1,924 views
Aardvajk
December 01, 2015
Edge Traversal

So we got the basic mechanics of edge traversal finally working, kind of. Excuse the dodgy animation, just a placeholder.

The idea is we maintain a contact point at each hand, offset slightly from the centre position. Each offset is a reference to an edge i.e. a pointer to the body, an index to id…

4,126 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
9 Followers
15 Entries
10 Followers
johnhattan
Programmer
1,277 Entries
47 Followers
ApochPiQ
Generalist
628 Entries
44 Followers
dgreen02
Generalist
338 Entries
56 Followers
Advertisement