Digital adventures through the third dimension

A modern epic about the struggle to create three dimensional games. Based on a true story.
30 comments
1 followers
46 entries
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shadowisadog
March 08, 2012
XML in UDK using DLLBind
Hello everyone,

A while ago I started on a dll to process XML in UDK using DLLBind and C#. I have been extremely busy lately, so I decided to take what I had and throw it up on the internet. It is not 100% (It probably has bugs and can't generate xml yet), but it might help someone. I take no resp…
3,047 views
shadowisadog
July 16, 2011
Using C# Managed DLL's in UDK (or exposing managed dlls in an unmanaged application)
Hello everyone,

Today I would like to share a technique I researched in order to allow DLL files created in C# to be used in the Unreal Development Kit. I posted a very similar tutorial to the one I am going to post today on my blog on the UDK forums, however since not everyone frequents that site…
10,342 views
shadowisadog
June 09, 2011
Starting a game in HTML5
So recently I have become interested in HTML5 and the new Canvas tag from a development perspective. Browser adoption is starting to catch up to the standard (although Firefox's Canvas element is still slow compares to IE9 and Chrome which is a bit lame) and HTML5 is starting to look like an attrac…
1,969 views
shadowisadog
February 13, 2011
Game updates: Title screen, menu, bug fixes
I thought I would post a quick blog entry to showcase the latest progress on my game: Attack of the Dapper Gerbils. It is a Game Maker 8 (LE compatible even though I have pro) game created as an example for my middle school students (and because I want to).

Here are some of the current screen-shot…
2,403 views
shadowisadog
January 10, 2011
Faking It: Platform Game Ai
Today's blog post is going to start talking about game AI for my untitled in progress game using Game Maker. I have come to the point in my game where I need to start making enemies that behave somewhat more intelligently than a sack of potatoes.

To start with I realized that there is a commonali…
3,060 views
shadowisadog
January 10, 2011
The New Gamedev And Slew Of Journals
Hello everyone, I woke up this morning to see snow and the brand new GameDev.net site! The entire site is taking me some time to get familiar with and I am still trying to get to grips with the updated user ratings.

It appears as if all GameDev users have blogs... which may be a mixed blessing.…
1,340 views
shadowisadog
January 06, 2011
Going backwards - Digital adventures of the second dimension
Introduction

Hello! It has been a long time since my last journal entry here on GameDev. I have been extremely busy, but I hope everyone has had a great Christmas/New Year/Other Holidays!

Newton's Enigma is still under active development. I recently downloaded the December UDK and I am excited to beg…
1,255 views
shadowisadog
April 04, 2010
Updates


This is a screenshot from a demo level I made using UDK for a symposium I recently attended. The purpose of this level was to build my skills in the level editor program, to experiment with a modded HUD, and to learn Kismet/Matinee.

The picture to the left of the image is a model I have previously …
1,012 views
shadowisadog
March 20, 2010
Ground rules


Today I spent a little time and fixed the UV's on my microscope statue as well as cleaned up the geometry for the Microscope a little bit (made the base look a bit more level).

This level showed in the above screenshot is the Foyer level which serves as the hub for all environments. The hope is tha…
987 views
shadowisadog
March 19, 2010
UDK

UDK

I am back! I would like to start this journal entry with an apology, I am sorry for not updating my journal on a regular basis! This project has not fallen off the map, I just got a bit busy with both school work and on doing some hardcore research for the project.

So since we last spoke I have been…
1,043 views
shadowisadog
February 14, 2010
Newton's Enigma Export


Today I have been working on an export script for Blender based on the Collada exporter. A lot of the code up until this point has been a straight port/simplification and I am in the process of refactoring the code to match my coding style. I am reducing the complexity of the plugin quite a bit bec…
1,030 views
shadowisadog
February 13, 2010
A box is a box


So just when I felt like becoming productive Texas got a TON of snow Thursday and Friday that made getting work done impossible. Really this was the most snow that I had ever seen before!

Today I finally managed to get some real work done. I am using a new version of Ogitor that changes how scene fi…
926 views
shadowisadog
February 09, 2010
Crazy
The last few days have been busy but unfortunately I have had little time to work on the first person camera system that I was aiming to implement.

Between fixing computers that are running important physics experiments to helping to sell t-shirts to raise money for Haiti relief efforts, I have bee…
774 views
shadowisadog
February 05, 2010
Focus
Sometimes when working on a complicated project such as a game, it is very easy to become overwhelmed by the amount of work that has to be done. That is why keeping a log of your activities can be very helpful! Whenever I feel like there is too much work left to do, I look back at how much I have a…
1,077 views
shadowisadog
February 04, 2010
Selection


Today I worked on mouse picking. I can click the exclamation mark using query masks and I have enabled a bounding box around the quest marker when I click it so that the selection is visible. Also I have a camera look working with the right mouse button but that is temporary until I get some camera…
876 views
shadowisadog
February 03, 2010
Physics
Today I spent time evaluating various physics engines and so far I am leaning towards ODE for physics because it seems to most supported by Python Ogre at the moment. I will investigate further and try to determine if there are any other/better options. I would consider using Bullet, however the de…
968 views
shadowisadog
February 02, 2010
Physical


It might not be clear from the picture but recently I have been working on the start of a physics manager program for Ogitor so that I can adjust the physics in the game. Right now the plugin is very barebones but I am hoping to build it up over time....
787 views
shadowisadog
February 01, 2010
Previously on...
Last saturday I had the unique opportunity as part of the same project in which I am developing Newton's Enigma to teach middle school students how to create computer games.

Over last summer we started using Microsoft XNA but the typing rate of your average middle school student combined with the di…
870 views
shadowisadog
January 28, 2010
My DotSceneLoader code
Today I am sharing a bit of code. My reasons for doing this are to see if there are any glaring issues in the code that you all might find like "Hey! Don't do that stupid!" and also to help other people who might be looking for resources on a particular topic.

The following code was based on a dotsc…
1,228 views
shadowisadog
January 26, 2010
Just killing time
Today was one of those days.... I spent a good bit of time today looking through the Ogitor source and trying to figure out how to export terrain in the dotscene file... so I did some work and ran into problems... I also noticed that the dotscene exporter is writing the xml nodes as plain text and …
856 views
shadowisadog
January 25, 2010
Caelum


So today I played around more with the Ogitor editor. I fixed a bug of popup menus not refreshing properly by upgrading my Qt distribution to 4.6.1. I also explored terrain editing and the Caelum plugin for Ogre.

My current goal is to get the scene you see in the editor into my game engine.
860 views
shadowisadog
January 24, 2010
a few crates


Today I set about modeling a simple crate using a crate texture that I generated from Genetica. It didn't take long but I now have a basic crate that I can use for the first actual level of the game.

I am going to be working on editing and generating terrain and adding a skybox soon so that I can h…
926 views
shadowisadog
January 23, 2010
Fixed
Just wanted to let everyone know that due to a readers comments I have edited some of the journal posts a bit to make the journal easier to read for people with smaller screens. The text should scale better so you won't have to scroll as much.

Thanks to Jotaf for the suggestion! I take my readers co…
902 views
shadowisadog
January 22, 2010
Lab screen


Today I worked on the lab screen for the game. The artwork/layout are temporary but now I can switch between levels! I also refactored the code quite a bit today.

My next task is to start working on the very first actual physics content! While working on that I will work on mouse picking and adding …
785 views
shadowisadog
January 21, 2010
Some advice
Today I thought I would mix things up a little bit and post some advice for other game programmers out there about how to stay productive and sane when developing a project either commercially or as a hobby.

The first thing that I do on all of my projects is to always look for ways to avoid reinvent…
879 views
shadowisadog
January 19, 2010
Let there be light!


So today I implemented lights into my scene loader and I disabled the ambient lighting for the scene. I also enabled shadows (which will be optional) and I added some new GUI elements that are still a heavy work in progress.

Tomorrow I am going to implement mouse picking!
825 views
shadowisadog
January 18, 2010
Loaded


So today I wrote a scene loader for the game which essentially uses the Python minidom to parse the scene file format and create the scene. I ran into a problem that baffled me when I messed up the order of parameters in my rotation quaternion but once I found the problem I achieved the exact resul…
863 views
shadowisadog
January 14, 2010
Getting a scene put together


Today I have been working on getting models exported in the Ogre format, modeling new models, and using the Ogitor scene editor.

I deleted the desk that I had modeled in 3D world studio and made a new version in Blender. The exclamation mark, the desk, and the electrical outlet were all modeled in …
971 views
shadowisadog
January 12, 2010
Loading scenes
Today I have been working on the DotScene loader for my game (the piece of code that takes the xml file generated by Ogitor and creates the Python Ogre scene nodes). I have opted to have two classes... One to load the dotscene file and one to store a loaded dotscene file... the loader will produce …
762 views
shadowisadog
January 11, 2010
Editor compiles


Today I got Ogitor to compile from source and I made some changes to the code. One of the changes that I made was that I added a save file dialog to the DotScene exporter so that I can use it easily. This effectively means that the XSL file I wrote is no longer needed (for me at least) but it was s…
870 views
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