Digital adventures through the third dimension

A modern epic about the struggle to create three dimensional games. Based on a true story.
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46 entries
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shadowisadog
January 10, 2010
Quest!


The exclamation mark serves as a camera controller and as a way to start a particular lab. The player will click on the exclamation mark (which will be moving up and down slowly and glow when the mouse is over it) and the lab will start/the camera will move into position.

This was modeled in Blende…
649 views
shadowisadog
January 09, 2010
Genetica


So today I broke down and decided to purchase a license for Genetica.

I was tired of looking around on the internet to try to find seamless textures that were royalty free and that I could distribute in my open source project. Also my attempts to create my own textures from photos was taking me a to…
699 views
shadowisadog
January 09, 2010
New style


Recently I have been playing around with a new graphical style for this game. This title screen is not done, but I think it shows sort of the progression of ideas that I am working towards. While the original color scheme was "kid oriented" I think that it was more elementary school...

I am going t…
618 views
shadowisadog
January 09, 2010
Dependency
So recently I have been attempting to build Ogitor from source because my game is getting to the point where I need to start thinking about how I will create content.

Ogitor is so far proving to be a pain to build! I have been spending a good bit of time trying to get Ogitor to even compile and I h…
688 views
shadowisadog
January 06, 2010
Last day of XML updates
So after today's bit of work, I believe I have gotten the conversion XSL to a decent enough point where I can start working on the Python Ogre importer and hopefully be able to show two models in the game before the week is over.

Here is how the formatted scene file looks now:


"1.0" encoding="UTF-8" …
695 views
shadowisadog
January 05, 2010
More XML processing
So I have managed after even more work (and research) to create a more formatted XML document and I have revised my xsl file to handle the rotation and scale properties from the .ogscene file. I have also written some additional code to seperate the name property into name and id properties as per …
649 views
shadowisadog
January 05, 2010
Transforming XML
Alright so after a full day of work, I have managed to take a .ogscene and start to transform it into a .scene.

Here is the source file:

EDIT: SNIPPED

The generated file:


"1.0" encoding="UTF-8"?>


"lab1#3">
"-13.0259" y="0.630298" z="-4.189"/>

"testcube#5">
"11.8526" y="4.21843" z="-12.2756"/>…
632 views
shadowisadog
January 04, 2010
XSLT and name change
My previous journal entry talked about the need to potentially create a program to convert from one XML file to another. However I did my homework and I believe that I have found a better way. That way is called XSLT.

So today I am going to work on creating an XSLT document and figuring out how to …
742 views
shadowisadog
January 03, 2010
Ogitor scenes


So today I played around with creating a scene in Ogitor and putting two meshes together. I created a quick textured cube in Blender and then opened up Ogitor (a free scene editor for Ogre).

Then I uncovered a bit of a problem... Ogitor does not export to the Ogre dotscene format... and beyond that…
1,688 views
shadowisadog
January 02, 2010
An interior scene


So today I was able to get an interior scene that I created in 3D World Studio imported into Python Ogre. I exported from 3D World Studio as a *.b3d file, imported that into DeleD Lite, and then exported from DeleD Lite as an Ogre mesh.

Tomorrow will focus on creating a scene in Ogitor and having a…
734 views
shadowisadog
January 02, 2010
First 3D content


This screenshot shows a model that comes with the Ogre demos implemented into the project. This was just a test to prove to myself that my state manager works and will allow me to setup a 3D scene as I need. I have noticed a few areas that I need to re-factor and so I am going to work on fixing tho…
764 views
shadowisadog
December 31, 2009
curYear++
So 2009 is coming to a close and a new year is approaching ready to take its place. I am personally hoping that in 2010 I have my first full 3D game completed!

So today I worked a bit on the lab selection screen and started the core game screen. The lab selection screen is very rough so far:



Here is …
625 views
shadowisadog
December 30, 2009
What's behind the door?
So I decided to do a second part of my journal today. The methodology I wanted to illustrate was too long for one journal entry :) .

So let's see how to get our imagestrip into CEGUI and then view it in the game.

First we need to write some XML stuff so that CEGUI knows what we are doing:


"1.0" ?>…
853 views
shadowisadog
December 30, 2009
Open the doors and let everyone in!
So to begin this entry let's get a couple disclaimers out of the way. The most important disclaimer is that I am NOT an artist (I know you all are shocked). The second is that this journal is going to be extremely image heavy. I happen to believe that images convey thousands of words, and so to sav…
717 views
shadowisadog
December 29, 2009
The ghost of layouts past


This image was captured during a fade transition from one screen to the next.

The transition works by rendering the current Python Ogre scene+overlays to a texture via a render target. Then I create a static image in CEGUI from this render target and add it in front of the newly loaded layout. Then…
620 views
shadowisadog
December 29, 2009
The journey begins
Our story begins, like so many stories do, with an introduction. Introductions happen to be one of the most difficult pieces of any story to create simply because until you write the introduction there are endless possibilities for what to write!

My name is Donald May and I am a computer programmer …
640 views
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