Under a ShadowyTree

Stop working on graphics,start working on gameplay!
146 comments
102 entries
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Black Knight
January 08, 2009
Progress :
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…
408 views
Black Knight
October 11, 2008
Dark Age v0.4.445 Released.
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…
499 views
Black Knight
September 10, 2008
OOBBs
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…
314 views
Black Knight
September 03, 2008
New forum and screenshot.
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…
269 views
Black Knight
August 22, 2008
version 0.3.346 released
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 …
453 views
Black Knight
August 03, 2008
v0.3.230 released
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…
496 views
Black Knight
July 29, 2008
Strange


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 …
357 views
Black Knight
July 24, 2008
Untitled
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…
280 views
Black Knight
July 22, 2008
Water back again.
I implemented water again :)
This time i didnt render the scene for refraction instead i just computed an alpha value for the water plane based on viewing angle.I also implemented linear fog for terrain
Here is a screenshot :
286 views
Black Knight
July 02, 2008
ID3DXFont ID3DXSprite and 3d Text
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…
367 views
Black Knight
June 29, 2008
Dark Age v0.3.133
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.
322 views
Black Knight
June 02, 2008
changed host
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…
360 views
Black Knight
May 29, 2008
Dark Age on Assembla phew phew
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.
288 views
Black Knight
May 23, 2008
Changed my site to drupal
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.
323 views
Black Knight
May 21, 2008
new operator,UbeWars first release :P

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…
420 views
Black Knight
May 19, 2008
Added deletion of entities
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.

void World::delete…
275 views
Black Knight
May 17, 2008
Let there be bounding boxes :P
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…
272 views
Black Knight
May 16, 2008
win32 toolbar pain :
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…
437 views
Black Knight
May 15, 2008
Moved STEngine class from the library to the game.
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…
304 views
Black Knight
May 11, 2008
Renderer
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 …
393 views
Black Knight
April 30, 2008
Ugliest code evar! :
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…
347 views
Black Knight
April 25, 2008
MESH_MANAGED yay!
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…
270 views
Black Knight
April 24, 2008
Changed the version history.Text Parser Brush size
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…
406 views
Black Knight
April 24, 2008
Frustum culling for X Models
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…
298 views
Black Knight
April 23, 2008
Models are added finally.But KW-Export doesnt work
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…
259 views
Black Knight
April 17, 2008
Courses this semester
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 …
279 views
Black Knight
April 15, 2008
boost::shared_ptr &boost::weak_ptr
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…
260 views
Black Knight
April 11, 2008
Some cleanup and user pref file
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…
278 views
Black Knight
April 09, 2008
Geomipmapping and X Files.
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…
328 views
Black Knight
September 17, 2007
Texture weights O_O
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 …
295 views
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