I have done alot of work on Dark Age mainly on inventory class and items its still work in progress but I'll add it in the next release so you can play around with it.I also changed the game from turn-base strategy back to roleplaying.The main reason for this was ofcourse time.Creating AI for all t…
Grab it here :
Link
After a long month a new version is here with lots of new features.
Here is a complete list of the changes :
-Gathering resources or attacking a unit consumes all the movement points of the unit.
-Units spend movement points when moved,movement points are restored when the player e…
Link
After a long month a new version is here with lots of new features.
Here is a complete list of the changes :
-Gathering resources or attacking a unit consumes all the movement points of the unit.
-Units spend movement points when moved,movement points are restored when the player e…
Thanks to oliis posts and stuff on the net i managed to implement object oriented bounding box collision.
My bounding boxes were storing 8 vertices of the box in world coordinates.Whenever an entity moves rotates or scales the bounding box vertices are updated too.
However all the OOB collision detec…
My bounding boxes were storing 8 vertices of the box in world coordinates.Whenever an entity moves rotates or scales the bounding box vertices are updated too.
However all the OOB collision detec…
I'm feeling a little tired for the past few days.Maybe its the weather its hot like hell in the morning and there was a thunder storm at night O_O
I have worked on Dark Age's GUI but It is a bit messy.I'm trying to make it work for different resolutions and aspect ratios so I stored a scale value wh…
I have worked on Dark Age's GUI but It is a bit messy.I'm trying to make it work for different resolutions and aspect ratios so I stored a scale value wh…
Download
I uploaded the latest release.This download is twice the size of the previous one.The main reason is I have created an installer which contains the DX Redist and the VC redist files.The installer will install these dependencies on the target computer.
We also added new models to the game so …
I uploaded the latest release.This download is twice the size of the previous one.The main reason is I have created an installer which contains the DX Redist and the VC redist files.The installer will install these dependencies on the target computer.
We also added new models to the game so …
You can grab it from here
Here is whats new :
-Map saving and loading.
-Multiple entity selection,deletion,movement,rotation etc.
-River,Ridge,Smooth tool for editor.
-Terrain Camera Collision.
-SkyPlane.
-Water,Water Reflections.
-Linear fog.
-Better camera controls.
If you have any suggestions you can pos…
Here is whats new :
-Map saving and loading.
-Multiple entity selection,deletion,movement,rotation etc.
-River,Ridge,Smooth tool for editor.
-Terrain Camera Collision.
-SkyPlane.
-Water,Water Reflections.
-Linear fog.
-Better camera controls.
If you have any suggestions you can pos…
m_Indices[index++] = m_Indices[index-1];
m_Indices[index++] = m_Indices[index-1];
I hade code like this in my geomipmap class which repeats vertices to create degenerate triangles.
m_Indices was just and unsigned int array.All was working fine in both debug and release builds.
Anyway today I converted …
I did more work on the water and the skyplane.
First the water.I am just rendering the scene once for reflection and not using refraction.I was doing a fresnel hack in the shader so that the water transparency change based on viewing angle.
If you looked directly from above to the water you would see…
First the water.I am just rendering the scene once for reflection and not using refraction.I was doing a fresnel hack in the shader so that the water transparency change based on viewing angle.
If you looked directly from above to the water you would see…
I have managed to draw 2d text in 3d world coordinates.
Making them face the camera was a pain as my 3d math is not bright and I don't know which matrices to use.Using the D3DXSPRITE_BILLBOARD was not helping because it was treating each letter of the string as a sprite and turning each letter to th…
Making them face the camera was a pain as my 3d math is not bright and I don't know which matrices to use.Using the D3DXSPRITE_BILLBOARD was not helping because it was treating each letter of the string as a sprite and turning each letter to th…
We released a new version of Dark Age.
It can be downloaded from :
Site
Any comment and suggestion is more than welcome.
Also please report any bug you find to our forums.
It can be downloaded from :
Site
Any comment and suggestion is more than welcome.
Also please report any bug you find to our forums.
Changed my host to servage.
The new adress is www.shadowytree.net it will be available in 48 hours maybe earlier.
Currently the site can be accessed through :
http://c47.servage.net/shadowytree.net/
I'm uploading stuff from the other host.
Edit : It looks like its taking much longer for the DNS to work…
The new adress is www.shadowytree.net it will be available in 48 hours maybe earlier.
Currently the site can be accessed through :
http://c47.servage.net/shadowytree.net/
I'm uploading stuff from the other host.
Edit : It looks like its taking much longer for the DNS to work…
Site
Assembla Page
Hmm I guess someone hacked my drupal site :)
I don't know how but all my options in the administrator page is gone.I can't even post a news item.
Anyway looks like I gotto delete everything and install drupal again.
Assembla Page
Hmm I guess someone hacked my drupal site :)
I don't know how but all my options in the administrator page is gone.I can't even post a news item.
Anyway looks like I gotto delete everything and install drupal again.
I changed my site from plain old html to drupal.
ShadowyTree
Its much easier to update and maintain now YAY!
I suggest it to anyone who wants an easyway to build a site in a short time.
ShadowyTree
Its much easier to update and maintain now YAY!
I suggest it to anyone who wants an easyway to build a site in a short time.
linky
Well I am using the new operator like :
obj = new OBJ();
if(obj==NULL){
phew();
}
Looks like I need to go with :
obj = new(std::nothrow) OBJ();
if(obj==NULL){
phew();
}
To ensure that new returns null when it fails.I looked into exceptions and they always look like giving more trouble than t…
I wasnt feeling like coding much today so I only added the deletion of entities from the world.
When an entity is selected a pointer to it is stored in the world editor class.
When delete key is pressed a call the deleteEntity function of the world and send the entity pointer to it.
When an entity is selected a pointer to it is stored in the world editor class.
When delete key is pressed a call the deleteEntity function of the world and send the entity pointer to it.
void World::delete…
Finally entity selection is back :)
When I load a x model i compute its minimum and maximum with the d3d function computeboundingbox.But this minimum maximum was not enough because entities were rotated scaled transformed etc.
For example when the entity is rotated the bounding box also needs a rotat…
When I load a x model i compute its minimum and maximum with the d3d function computeboundingbox.But this minimum maximum was not enough because entities were rotated scaled transformed etc.
For example when the entity is rotated the bounding box also needs a rotat…
Today was painful.I removed the standart toolbar from the application and added a custom toolbar as a resource.First I couldnt make it 256 colors it was pretty ugly in 16 colors.I found out how to do it on the net and created a bmp outside visual studio then added it as a bitmap resource to my proj…
I removed the engine class from the library project as it was pretty useless in the library.It contained specific stuff to the game and world editor so there is no need for it in the library.I'm trying to move game related stuff to the game project and keep the library as generic as possible so tha…
I decided to move all the drawing code from the objects to the renderer class.
The renderer class on the library side will know how to draw the objects in the library like XModel.Billboard etc.
Then the game will inherit the renderer class and have its own renderer.The games renderer class will know …
The renderer class on the library side will know how to draw the objects in the library like XModel.Billboard etc.
Then the game will inherit the renderer class and have its own renderer.The games renderer class will know …
I finally added bounding box frustum culling.I don't have much time to write about it but its very messy at the moment.I had to scale and translate the mins maxs of the models so they are placed around the entity.The code has to be cleaned I just hardcoded the scale they will be a member of the cla…
I was loading the X models with the D3DX functions and was using the SYSTEMMEM option.After adding more than 50 models to the scene the frame rate was dropping below 100, so I check the other flags for the parameter and saw lots of stuff I tried some of them and they crashed but finally MANAGED wor…
I changed the version history file from doc to html now lazy people can read it too :)
I also returned to my Text Parser class and modified it according to Zahlman's advices here : linky
I need to put the reading code inside the constructor and it will be done i guess.Here is the final code for the T…
I also returned to my Text Parser class and modified it according to Zahlman's advices here : linky
I need to put the reading code inside the constructor and it will be done i guess.Here is the final code for the T…
I am going to implement frustum culling on entities next.DX has a function to compute bounding boxes so Im going to use it and see how it works.
This will increase performance hopefully.I am also thinking of implementing some sort of fading system for entities,based on their distance to the camera o…
This will increase performance hopefully.I am also thinking of implementing some sort of fading system for entities,based on their distance to the camera o…
I finally managed to add models from the left tree view by selecting the model and then clicking on the ground.
The model manager first looks in a text file for which models to load then loads all the models from the models folder and stores them in a map>
Each entity in the world has a member sha…
The model manager first looks in a text file for which models to load then loads all the models from the models folder and stores them in a map>
Each entity in the world has a member sha…
This semester I am taking 4 courses at school.
Computer Graphics: This is basically an introduction to computer graphics with OpenGL so I have no problem with this one.Homeworks are easy stuff like rotating cars loading mesh data from image files texturing lighting etc.
Network Programming : In this …
Computer Graphics: This is basically an introduction to computer graphics with OpenGL so I have no problem with this one.Homeworks are easy stuff like rotating cars loading mesh data from image files texturing lighting etc.
Network Programming : In this …
Today I started changing raw pointers to boost shared_ptrs and weak_ptrs.
The first one I changes was the Viewports pointer which was stored in many places in the editor.The main window of the editor holds a shared_ptr to the viewport and this is the only place I have a shared_ptr for the viewport.
A…
The first one I changes was the Viewports pointer which was stored in many places in the editor.The main window of the editor holds a shared_ptr to the viewport and this is the only place I have a shared_ptr for the viewport.
A…
Today I cleaned up some code in the editor and I added a user preferences file.
When the editor is started up it checks the directory for a userPref.ini file.
If this file is missing then the editor creates it and displays a welcome screen.It also writes a key value pair to the userPref.ini like Show…
When the editor is started up it checks the directory for a userPref.ini file.
If this file is missing then the editor creates it and displays a welcome screen.It also writes a key value pair to the userPref.ini like Show…
I couldnt find time to do any serious coding for a few months because of school and work.But I finally managed to complete my geomipmapped terrain.It was working before but I was using strips only one way so in wireframe mode the degenerate triangles were showing up as long likes across the terrain…
After adding 4 texture weights to each vertex,I added the ability to modify them inside the world editor.Now I can paint different textures to the terrain but it is a little blocky.I may use another highresolution texture to blend the different textures together.The terrain is 256x256 so a texture …
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