In a fit of boredom productivity, I've resumed work on my isometric editor/engine. When last I left off, I was trying to make everything more event-driven to cut down on dependencies, so that's what I've been doing today.
Not surprisingly, things didn't go as smoothly as I had expected. The core iss…
Not surprisingly, things didn't go as smoothly as I had expected. The core iss…
So, some time in the last 12 hours my Vista install went to crap. I started getting crashes in ntdll.dll when opening just about anything, and explorer would crash on me when I opened directories with more than about 10 items in them. I ran system restore and things seem to be stable again, now I j…
Hellgate: London demo is out (as per my thread in the lounge). I was really excited for this game, but the demo is letting me down just a bit. Still fun though, and I'll still buy the game.
Other random crap:
This was on programming.reddit today. It seems very relevant to a lot of discussions around …
Other random crap:
This was on programming.reddit today. It seems very relevant to a lot of discussions around …
So far, haskell is pretty neat. I've still not gotten far (right now I'm reading about lists), but I like it.
In other news, I really want to get the Orange Box. Well, actually, I want Portal and TF2. I could care less about HL2, Episode 1 and 2 to tell the truth. Problem is, Portal and TF2 on their…
In other news, I really want to get the Orange Box. Well, actually, I want Portal and TF2. I could care less about HL2, Episode 1 and 2 to tell the truth. Problem is, Portal and TF2 on their…
I just realized I haven't updated in a while, and I'm waiting for a build to finish, so here I am. I've gotten little done in the past week or so, between school, work, beer, and football, who has time for anything else, right?
Well, the plan is still to get the isometric engine done and use it for …
Well, the plan is still to get the isometric engine done and use it for …
Promit has inadvertently given me an excellent idea: my 4e6 game will, if it ever gets made, feature all 16 elements featured in the past and present 4e's. Let's break it down (keep in mind the game, ideally, will be a turn-based strategy RPG):
Fire, Earth, Wind, Water, Explosions: Magic types.
Robot…
Fire, Earth, Wind, Water, Explosions: Magic types.
Robot…
You can really tell right when 4E starts because about a third of the threads that show up in active topics have the [4e6] tag on them. Quoth Trapper Zoid:
Quote:Original post by Trapper Zoid
I always like GameDev.net during the first few months of a Four Elements contest; everyone in the journals bo…
4E6 is starting up soon. I'd like to get my isometric library in shape so that I can use it for my entry. C++ certainly isn't a great tool for rapid development, but hopefully I can have enough done before hand to get something done. Of course, I am crazy busy with school and work, so who really kn…
I've added preliminary support for removing and editing tiles from the map. I say preliminary because I'm not all that happy about the implementation, but at least I know it works.
Pic:
Code:
Renderer.h
Pic:
Code:
Renderer.h
#ifndef RENDERER_H
#define RENDERER_H
#define D3D_DEBUG_INFO
#include
#include
#include
#include
#inclu…
Added a simple button class. Seems to be working fine, but it involved two things that I'm not happy about:
-Delegates are now in the form:
void Delegate(float, float)
This is so the button even handlers can take in mouse coords to do boundary checks. Works fine for buttons, but now everything else th…
-Delegates are now in the form:
void Delegate(float, float)
This is so the button even handlers can take in mouse coords to do boundary checks. Works fine for buttons, but now everything else th…
Just because your program behaves badly, doesn't mean your error messages have to. Today at work I encountered a bug that turned out to be wxWidgets running out of resources. It took me pretty much all day to track down, which is much longer than it should have. The problem was that when wxWidgets …
Today I've come across some shortcomings that need to be addressed in my current code. Firstly, I need events to handle an arbitrary number of parameters. The fast delegates library can handle this, but my event manager can't yet. Maybe I'll take a look at Sneftel's recent event library. The second…
Texturing and basic camera controls are in:
Well, they're sort of in. The camera doesn't yet interpolate between positions smoothly, it just jumps around. Texturing is brute forced just to see if I was calculating tex coords for the tiles correctly. I still need to implement some sort of texture man…
Well, they're sort of in. The camera doesn't yet interpolate between positions smoothly, it just jumps around. Texturing is brute forced just to see if I was calculating tex coords for the tiles correctly. I still need to implement some sort of texture man…
At the end of my last entry I promised I'd have something to show by the weekend, and here it is:
I've started a simple little isometric tile renderer, because it's something I've always wanted to do and shouldn't be too hard or time consuming. It's fully 3D, I just have a fixed camera set up to giv…
I've started a simple little isometric tile renderer, because it's something I've always wanted to do and shouldn't be too hard or time consuming. It's fully 3D, I just have a fixed camera set up to giv…
It's been ages since I wrote something dev related, so here's my first pass at a custom streambuf for sending out data over the net. This is all untested, so I'm sure it doesn't work at all, but you can see some of the design decisions I've made, and maybe where I want to go from here.
First, the co…
First, the co…
Fall semester starts tomorrow, and I get to try to figure out how this whole work part time while taking 6 classes thing is going to work. I didn't get nearly enough done on the networking library this past month (just some preliminary custom streambufs that I'll be writing about shortly). I'm hopi…
This is pretty much a filler entry because I haven't made much progress on anything.
Every morning at work I start my day off by checking programming.reddit.com and reading three programming blogs:
Coding Horror, Joel On Software, and The Old New Thing.
I find these particularly insightful on a variet…
Every morning at work I start my day off by checking programming.reddit.com and reading three programming blogs:
Coding Horror, Joel On Software, and The Old New Thing.
I find these particularly insightful on a variet…
Friday: Up drinkin' until 4:30 in the morning.
Saturday: Woke up at 6:30 pm, spent the remainder of the day trying to get rid of a vicious hangover.
Sunday: Played Persona 3 and watched Simpsons DVD commentary.
So, yeah, no networking done. No nothing done really, but a fun weekend all together [grin]…
Saturday: Woke up at 6:30 pm, spent the remainder of the day trying to get rid of a vicious hangover.
Sunday: Played Persona 3 and watched Simpsons DVD commentary.
So, yeah, no networking done. No nothing done really, but a fun weekend all together [grin]…
Progress on the net lib has been nonexistent, as I've been pretty busy at work. I don't expect to get much done this weekend either, because I just got my hands on SMT: Persona 3. The game is very interesting, so far (only a few hours in), I really enjoy it. It's kind of half turn-based RPG, half d…
Stranglehold demo is on Xbox Live. While not a Surreal game, it is a Midway title, and our FX team did a lot of work for it (the destructible environments, bullet time effects, and a lot more). So, check it out, and marvel at the wonderful effects [grin]. I think its a lot of fun. Lots of mindless …
By not so popular demand, I'm planning on beginning work on my networking "engine" (I really don't like that term, but can't think of anything better at the moment). Now, while this will obviously involve writing a fair bit of networking code, I have higher hopes for it. On top of my networking I w…
The Unreal Engine is pretty prolific these days. Gears of War, Bioshock, Stranglehold and many more AAA titles use the engine. And there has to be a reason, right?
I think one of the biggest reasons is that Unreal was one of the first commercial engines to claim PS3 and XBox360 compatibility, but th…
I think one of the biggest reasons is that Unreal was one of the first commercial engines to claim PS3 and XBox360 compatibility, but th…
Quote:Original post by AaronA
And on a final note, graphics kill imagination.
Look, it obviously takes more than pretty graphics to make a quality gaming experience, but why do so many people seem to hate "modern" graphics in games? A lot of things need to come together to make a good game, why shoul…
So, at like 2am last night I started thinking about how I would design a material system for my may-happen-but-probably-wont renderer. The way I see it, materials should contain all the information to light an object. Since this is going to be a pretty light weight renderer, materials should contai…
So, with summer classes over and about a month before senior year starts, I'm bored and looking to start up a new (or restart an old) project. Nothing like another project to get 1/3 of the way through before I get sidetracked and toss it [lol].
So, some options:
1) A renderer/shader framework. I've …
So, some options:
1) A renderer/shader framework. I've …
So, Guitar Hero Rock the 80's came out today, and my roommates and I have already beaten expert [grin]. One thing that really strikes me about the game is how god damn similar it is to Guitar Hero II. I mean, half the artwork is even the same (loading screens and the like). Apart from the new songs…
XNA game is as done as it's going to be. We had to present it and turn it in today. It's still not where I'd like it to be. AI is horribly broken, collision is buggy, and we didn't get to add multiplayer, but in my (slightly biased) opinion, it was still one of the best looking projects in the clas…
For my second entry in as many minutes, I'm going to shamelessly plug the company I work for, so bear with me (or, for the slightly more interesting but still probably boring stuff, see the previous entry).
We've just launched SurrealGameDesign.com, a website about...game design, and Surreal. Stop b…
We've just launched SurrealGameDesign.com, a website about...game design, and Surreal. Stop b…
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