Hi All.
I know I promised a few more screenshots yesterday, but I've been sidetracked unfortunately.
I've also discovered a rather major bug in the code which means the animations aren't frame-independent. I'm hoping I'm going to have time to sort all the bugs before release time (bearing in mind I h…
I know I promised a few more screenshots yesterday, but I've been sidetracked unfortunately.
I've also discovered a rather major bug in the code which means the animations aren't frame-independent. I'm hoping I'm going to have time to sort all the bugs before release time (bearing in mind I h…
Well I've gotten enemy collision detection in place, I'm not entirely happy with the way the game handles collisions (at the moment it takes off a live, resets the player to the beginning and then pauses the game, waiting for you). It just doesn't seem to streamline very well. I think I need to add…
Well I had to go to go to bed at 2am last night (I'd been at work since 8am), but for the 8 hours work I put in (god was it that much!) I'm quite happy with the outcome. In the first hour this morning I've added in Enemy spawns (Bee's and Leave's) - see screenshot below.
You're going have 2 or 3 typ…
You're going have 2 or 3 typ…
Well, I've hammered out an idea, I've done some work in PS (I know I should wait till the end because gameplay is far more important, but I couldn't help myself), and I've gotten movement working.
Next I need to work on collision detection, bonuses, enemies, win conditions, and extra maps (plus the…
Next I need to work on collision detection, bonuses, enemies, win conditions, and extra maps (plus the…
Well the GameDev.Net Community Challenge is underway, and I'm really excited.
It's the first one of these I've ever competed in, and it'll put my engine to the test (and hopefully force me to iron out some bugs).
I'll be updating my progress here.
I haven't finalised my idea yet, but I'm close. Stay t…
It's the first one of these I've ever competed in, and it'll put my engine to the test (and hopefully force me to iron out some bugs).
I'll be updating my progress here.
I haven't finalised my idea yet, but I'm close. Stay t…
So I've been slowly working away on my Graphics Engine for past 5 years or so, going through various iterations. Since we've had the update to GD.Net I thought I'd post an update.
2010 has not been a good year for me (changing jobs, becoming single, various debt issues, etc) so I haven't been able t…
2010 has not been a good year for me (changing jobs, becoming single, various debt issues, etc) so I haven't been able t…
I've just returned from my holiday in New York City. Firstly, I'm packing my suitcase and wandering what books I shall take. So in goes Ross Kemp's Gangs, followed by a book by Brian Jacques. Looking around my room I then pick up two more books. The OpenGL Shading Language (Orange) Book, and a C++ …
Hi There!
Time for another entry in my o so very exciting Development Journal (It will become more interesting when I have decent screenshots to show you).
I recently implemented multitexturing into my graphics engine. Doing so with the Fixed Function Pipeline (FFP) is relatively straightforward, and…
Time for another entry in my o so very exciting Development Journal (It will become more interesting when I have decent screenshots to show you).
I recently implemented multitexturing into my graphics engine. Doing so with the Fixed Function Pipeline (FFP) is relatively straightforward, and…
Yea, well since my graphics engine is designed for a multitude of purposes (Games, Offline Renderer, Realtime Broadcast Graphics, etc) it needs to be as flexible as possible.
So, I've just implemented Frame Buffer Objects in the engine. Basically, I have a Camera class (cRenderer) that has an output…
So, I've just implemented Frame Buffer Objects in the engine. Basically, I have a Camera class (cRenderer) that has an output…
This is just a short journal entry, again not featuring any code, simply because I'm not on my machine.
I have converted over my TGA image loader from VB(6) to C++ and now I am working on converting my Model Loader. I wrote my own exporter for 3d Studio Max which exports just the information I requi…
I have converted over my TGA image loader from VB(6) to C++ and now I am working on converting my Model Loader. I wrote my own exporter for 3d Studio Max which exports just the information I requi…
This may sound like a stupid statement. However, I have extremely good success with OpenGL using VB as the coding language.
I have implemented a full 2D/3D Graphics Renderer using it with extremely good performance.
However, I am now starting to hit problems in terms of performance when loading obje…
I have implemented a full 2D/3D Graphics Renderer using it with extremely good performance.
However, I am now starting to hit problems in terms of performance when loading obje…
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