When I woke up today, still exhausted, I shot a youtube video of the project, and we went down to the visualization lab at the uni, where we will defend our project on the exam tomorrow. It's a huge screen run by an nVidia workstation.
That's approximately four meters wide, which is pretty epic to e…
That's approximately four meters wide, which is pretty epic to e…
It's Saturday evening... deadline is in 36 hours! It will be a crazy run to the finish line if I want to finish in style!
So, I figured out what the bug was that I experienced yesterday. Apparently, my GPU (2 x 8800 GTX M) doesn't support more than 64 shader programs, because when I tried to do glUs…
So, I figured out what the bug was that I experienced yesterday. Apparently, my GPU (2 x 8800 GTX M) doesn't support more than 64 shader programs, because when I tried to do glUs…
A little late with this entry, but here we go! So, yesterday I stumbled into some problems that slowed me down...
First, realistic mass calculation for rigid bodies proved to be very hard to control. I ended up with some asteroids that would go into a spin frenzy and fly away faaaaast! I would then…
First, realistic mass calculation for rigid bodies proved to be very hard to control. I ended up with some asteroids that would go into a spin frenzy and fly away faaaaast! I would then…
Today has been a slow day. I had got to the point where a good night sleep was more productive than hitting an early start for yet another day. The day didn't go quite as planned though, with some Real-Life emergencies occurring, but I did get some minor work in.
I went over my physics calculations …
I went over my physics calculations …
Today I actually managed to force myself into starting on physics right away! I ported my quick n' dirty RigidBody component, which was my entirely scripted physics logic, to C++. I also integrated angular physics.
So today I feel like I've really been a good student for a change... Angular physics …
So today I feel like I've really been a good student for a change... Angular physics …
I wonder how this got into my head... but I woke up this morning thinking it was a great idea to attempt Sean O'Neil's Atmospheric Scattering implementation for my planet, when there was six days till deadline! As if my bloom filter implementation yesterday wasn't bad enough... will I ever learn???…
Ok, so... starting a full post-process system implementation when there's only seven days till deadline might not have been the smartest move I've made... Well, at least I knew that when I started, guess I don't take no for an answer! If nothing else, I resisted the urge of creating a new PostProce…
I started today by adding event subscription for components, so now all my scripted components subscribe to the events they need, and thus components (both C++ and Lua scripted) will only get event calls when an event they have subscribed to occurs. This had a very good impact on performance!
I then…
I then…
After ending my coding late yesterday, I overslept this morning and didn't get up until eleven. That really hurt, because I had to work at the grocery store from one pm, and then it's a saturday evening, so I want to spend that socially with my wife. As such, I only got in an hour or so of work tod…
So, gladly, the exam got pushed back four days! Initially they cut an entire week off the project, so this was very good news I received today!
So, Project assignment is due on monday morning 8:30 GMT+1 on the 28th of february, with the exam following the immediate day, on 1st of march.
Today I worke…
So, Project assignment is due on monday morning 8:30 GMT+1 on the 28th of february, with the exam following the immediate day, on 1st of march.
Today I worke…
So, at time of writing, there's one week left until my exam on this project. Assignment hand-in at midnight, Wednesday 23rd, with the opportunity for detail fixing during Thursday 24th, then exam on the 25th.
I've got a ton of features left to grind in this week, and I'll blog my progress as I go.
Th…
I've got a ton of features left to grind in this week, and I'll blog my progress as I go.
Th…
So I had a great, relaxing vacation with family, but when I got back to school, I had one week to start and finish a project that had been going for two to three months. Why hadn't I started earlier? Well, we had two other projects running at the same time that was completed before the x-mass vacat…
Over the summer, I integrated Lua scripting with my engine, and in that process also my component system. I'll try to write up how I did it in this journal entry, focusing on scripted components.
Overview
For the C++/Lua bridge, I used LuaPlus, as promoted by Mr. Mike in Game Coding Complete 3rd Ed. …
Overview
For the C++/Lua bridge, I used LuaPlus, as promoted by Mr. Mike in Game Coding Complete 3rd Ed. …
So, it's been a while since my last post here... that doesn't mean I haven't been busy though!
This summer, I implemented script support with my component framework. Basically this means that I can now define new components in script. This is very powerful, since I can create new game logic while th…
This summer, I implemented script support with my component framework. Basically this means that I can now define new components in script. This is very powerful, since I can create new game logic while th…
The last two days I've been doing some experimentation with the component system and object definition. The component-system lends itself very well to the data-driven model. I've always known this to be true, but I've never actually sat down and coded in support for it, until now.
So, what I first d…
So, what I first d…
So it's been 2 months of hard work on this beast, and now it's over. Over 2000 views on my journal since I first posted about this project, thanks a lot guys!
In the early retrospect, I think I did a lot of things right on this project, but also an aweful lot of things wrong. I started out with a so…
In the early retrospect, I think I did a lot of things right on this project, but also an aweful lot of things wrong. I started out with a so…
So the deadline hit hard, and of course I didn't manage to finish completely, but that's how it should be I guess :P I made a small video of the game that I'll upload to youtube over the night. I'll post it tomorrow.
Code may be downloaded from my repository here:
Critter Defense
It's statically linke…
Code may be downloaded from my repository here:
Critter Defense
It's statically linke…
Guybrush just headed off to dinner while I was walking the dogs for a short break. When I got back, he had tried to send me the new gun mesh/textures, but the send had timed out!!! Hopefully he'll get back before the deadline!!!
TODO:
- GLSL Water
- Animated monsters
- Fix particle system
- Add in new g…
TODO:
- GLSL Water
- Animated monsters
- Fix particle system
- Add in new g…
TODO:
- GLSL Water
- Animated monsters
- Fix particle system
- Monsters able to destroy base
- Add in new gun graphics (mesh + textures)
FIXED:
- Fix camera spawnpoint
- Make perimeter only show when tower is selected
- Rotate to target heads/guns
- Simple sine-based GLSL water
- Enable game finished
- Enable …
So, NVidia just wasted a ton of my time. Cuda 2.3 installed old drivers for my graphics card (14.07.2009 driver) that caused my game to crash. Of course, since I was in the middle of Cuda implementation, I was convinced this was due to something I was doing wrong with Cuda, not because the installe…
So I'm running down the list of features, which now looks like this:
TODO:
- Cuda Water
- Rotate to direction critters
- New path and spawnpoint
- Enable game finished
- Enable score spending restricting tower building
- Add score spending for upgrades
- Animated monsters
- Fix particle system
FIXED:
- Fix ca…
TODO:
- Cuda Water
- Rotate to direction critters
- New path and spawnpoint
- Enable game finished
- Enable score spending restricting tower building
- Add score spending for upgrades
- Animated monsters
- Fix particle system
FIXED:
- Fix ca…
Deadline is today at 23:55 (11:55 PM) GMT+1! And I just found out that the reason I haven't got Cuda 3.0 to work, is because my graphics card only support pre 3.0 versions of Cuda! Well, at least I'll be able to make it work!
Anyway, time is running out, again! Deadline is in approximately 14 hours,…
Anyway, time is running out, again! Deadline is in approximately 14 hours,…
Today I rewrote the game/engine to static linking. Turned out it was very difficult for anyone but myself to make the game compile and run due to the dll mess :P
So, turned also out that switching to static linking wasn't as simple as I had hoped.
Here's a list I'll make sure to go over next time:
- C…
So, turned also out that switching to static linking wasn't as simple as I had hoped.
Here's a list I'll make sure to go over next time:
- C…
Phew, so it's been quite intense the last couple of days!
I started the GUI implementation on monday, and made a request to the guys over at Empires Mod to use some of their HUD graphics. I thought it fit right into the theme I have, and also, the buttons they had for some of their GUI worked very w…
I started the GUI implementation on monday, and made a request to the guys over at Empires Mod to use some of their HUD graphics. I thought it fit right into the theme I have, and also, the buttons they had for some of their GUI worked very w…
Today I started to push back in a couple of old things I had put on hold after the rewrite to OpenGL 3.1. I got healthbar back in, now colored in a shader, but otherwise nothing special. Also got the bullet trails back in using the same approach. I also fixed the loading of minions. I'm using a dif…
I did an experiment with adding back in the base terrain map (spans the entire terrain). Loading it in 4k x 4k size took a big bite off of the fps, but if I loaded it in 2k x 2k, it didn't. I think it brought out some more detail and variation in the look of the terrain.
I also added back in shadowi…
I also added back in shadowi…
So, today I've been tweaking parameters for the coloring of the terrain and doing some bug fixes.
When I started out today, it looked like this:
I then added in mipmapping and a ton of different tweaks to the coloring. Though it's not perfect yet, and I haven't really spent any attention on the trees…
When I started out today, it looked like this:
I then added in mipmapping and a ton of different tweaks to the coloring. Though it's not perfect yet, and I haven't really spent any attention on the trees…
I got picking back in now. I threw out the color picking. It would require too much work to integrate it properly, so I fixed the gluUnProject. I got the code from my friend, Kenneth Gangsto, from the ClanLib GDK.
int PerspectiveCamera::unProject(const siut::simd::Vec3f &win,
const siut::si…
So I worked back in color picking, finally! What I do, is to send a unique color to each vertex in the terrain through attribs (I only pick over the terrain, but could extend to objects too), I then pass the color to the fragment shader with flat interpolation specified (or no interpolation), whic …
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