Yckx's GameDev Journal

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yckx
February 10, 2011
lua-Powered Menus, and a Real Name
I just got my lua-based menu system working. I'm so happy. It's super bare-bones right now--I've stripped out everything except 1UP and EXIT options. But they work. Now it's just a matter of fleshing out the submenus and writing the code to determine which menu item is selected when the player hits…
861 views
yckx
February 09, 2011
Problems with luabind (and how I resovled them)
After trying out several lua binding libraries, I settled on luabind. And then... luabind wasn't fully working. It compiled fine, and my test app compiled fine, but bugs came up when running it. Here's the code:

using namespace luabind;
using namespace std;

class Item
{
public:

string name;

Item(…
1,055 views
yckx
February 03, 2011
They Want to Take My Eye Jelly!
Progress has been slow lately. I've been reading Programming in Lua, experimenting with different Lua binding libraries. (Building libraries always seems to be a learning experience.) I've written and rewritten code to expose the menu system to Lua, not really liking anything I was coming up with.…
663 views
yckx
January 20, 2011
We Can Rebuild It; We Have the Technology
My copy of Programming in Lua arrived today. Gotta love the free 2-3 day express shipping Barnes & Noble now offers its discount-program members. So I intend to spend the next few days reading PiL, familiarizing myself even more with oolua, gutting my menu scode, and rebuilding it as a data-dr…
518 views
yckx
January 18, 2011
A Few Small Updates, and a New Video
I've been playing with oolua and LuaPlus, and think I'll go with oolua. ToLua++ was also recommended, and I looked at it, but I disfavor the idea of having to maintain a second set of headers used by the tool to autogenerate the binding code. I think I'll go with oolua, since it seems to support mo…
679 views
yckx
January 16, 2011
Adventures in Library Compilation
I spent most of my free time today trying to build oolua, so that I could play with it. Running the given batch file for my compiler generated lots of errors, so I dug in and engaged in an afternoon of Google-fu, and file/directory examination.

The gist of it was I had to run the batch file from one…
574 views
yckx
January 13, 2011
Binding Lua with C++
So, holidays are over, and after settling back in I've finally got back to working on the game. When last I left it, I was looking into adding Lua scripting for the menu, ghost AI, and maze definition. Maybe other stuff, I don't know. (I don't have a lot of experience with Lua. This game is, as mu…
2,284 views
yckx
December 13, 2010
Pellet Bug Squashed
I fixed the pellet-shrinking bug: After getting the W vector, and using that and the camera's up vector to get the U vector, I was using the camera's up vector as V instead of figuring it from the U and W vectors. Also, I wasn't normalizing the U vector. After reworking that bit, it works great.

Als…
572 views
yckx
December 11, 2010
Menu part 2: Son of the Menu
After I made that video showing player movement (" title="Yckx Movement Demo">check it out!), I discovered a bug:

I keep an axis-aligned rotation matrix (for lack of a better term) that I rotate by ninety degrees whenever the player crosses to another side. It's used in figuring out which directi…
745 views
yckx
December 10, 2010
Video!
Edit: With the new site, I've gone back and figured out how to embed the video. Yay me!

So I took another break. And then I showed what I had to a friend who has a hobbyist interest, and his enthusiasm (eventually) encouraged me to resume work on the game. So over the last couple days I got player m…
733 views
yckx
September 23, 2010
Player Movement Thoughts
Been working on player movement, but it's after midnight, and a couple glasses of wine, so it's more difficult than it should be. Essentially, the direction the player wants to go must be mapped to the current orientation of the maze, which involves matrix transforms and sneaky tricks. You can't ju…
582 views
yckx
September 22, 2010
Pac-Man
Despite the trials of Real Life (tm), work progresses on the game:


The player model is now in-game.

It doesn't animate yet, but it moves around the maze in response to the WASD/arrow keys.

I hope to have more to show soon.
608 views
yckx
September 05, 2010
Working on the menu
I've spent a good bit of time today working on the menu system. It now supports multiple menus, and actions bound to the menu items. The game now sports main, multiplayer, high score, options, and quit confirmation menus. Each one is on a different face of the cube, and as the player navigates the …
552 views
yckx
September 05, 2010
Menu progress
I've completed most of the tasks for the Wild Hunt (although I'd like to get them all done for the title, and maybe try Hunter's Vale again for the rare drop), and I've managed to get some coding time in.

I've reworked the draw routine a bit, setting some global state stuff and then calling a handfu…
602 views
yckx
September 01, 2010
Wild Hunt
The Wild Hunt live event is currently underway on Warhammer Online. (I play order on Gorfang.) I missed the event last year, so much of my free time this week completing the tasks and trying to get my deer cloak. So expect my development to be limited for the rest of the week.
645 views
yckx
August 30, 2010
Taking some time
I wanted to code some this morning, but got caught up in Syfy's (hate the new[ish] spelling, btw) Doctor Who marathon. I'm spending much of this evening refactoring and generally cleaning up my current code before I move on with the game.

So, yeah. That's pretty much it.
527 views
yckx
August 28, 2010
The menu
Well, the menu isn't yet functional, but it renders:


The menu at game start

The font could use some touch-up. I might need to make the "holes" bigger in the characters that have them, and I'll probably redo the '1,' and maybe the 'I' if I can figure out something I like better for it.
631 views
yckx
August 27, 2010
Needed a font...
...so I spent part of yesterday working on a font map:


A font map for the in-game menus and UI

I don't really like the @, but it's better than my first attempt. Now that that's done, I can begin working on the menus and UI display.
612 views
yckx
August 24, 2010
Quick update
Just a quick note before I head off to the eye surgeon: Mazes are now load from files instead of being hard coded. /me rejoices ad the much shorter maze.cpp file.

Now I gotta run. We've had heavy rains and I may be late due to flooding secondary roads.

610 views
yckx
August 23, 2010
A whole lot of eatin' goin' on

1452 pellets in all their glory

The scope of the maze didn't really hit me until I saw all those pellets.

On a technical note, the game can now load textures, and uses multiple shaders, and the renderer and shader classes have become better designed and are (somewhat) more robust as a result. The pel…
574 views
yckx
August 22, 2010
Hallelujah!
I didn't get as much time in yesterday as I would have liked, because I was helping to deal with a constipated eighteen-month old. Fun times were had by none.

Last evening, though, I finally managed to solve the last real problem I was having with geometry instancing. Helpful tip: If you're sendi…
587 views
yckx
August 20, 2010
No pix tonight
I spent a large part of today looking at my draw routine and trying to simplify it. As it stands now, there is a separate cbuffer update and Draw call for each element of the maze (that is, each straight section and 90-degree bend). That's over 1600 draw calls! I was looking at a couple different t…
517 views
yckx
August 18, 2010
Somewhat less madness
As I said last night, I figured I should add a distance fog to keep the game from being too busy visually:


The maze, looming in darkness

Actually, I first modified the geometry shader to cull pipe sections farther away then the center point of the maze. Then I added the distance fog to hide the poppi…
605 views
yckx
August 17, 2010
This way lies madness...

I guess the next task is to implement distance fog.

Well, the above image explains why I needed to adjust the original maze to fit a square shape. I have grand visions of other geometric shapes: tetrahedron, duodecahedron, maybe even a sphere. And if I can manage a tetrahedron, the octahedron and ic…
480 views
yckx
August 16, 2010
Not dead yet...
So I've been slack for a long time, going through some personal stuff and letting my GDnet+ subscription lapse and ignoring my Pac-Man project.

But I'm back, and I've had a productive weekend. And I have pics to prove it. Keep in mind that these are early images.


An overview of the full map. This is …
548 views
yckx
February 07, 2010
Editor Progress
It's not much to look at, but tonight I cobbled together the framework of an editor for my Pac-Man knock-off:



It doesn't actually edit anything, but it draws a grid and I can select individual cells. It's a start.

I'd have had more time to work on it this weekend, but Friday was my surrogate niece's …
399 views
yckx
February 02, 2010
Gonna need a map editor
So I've been thinking about Pac-Man mazes--how to build them, how the ghost AI will navigate them, etc.--and I've come to the conclusion that I'm going to need to write a level editor in which I can construct a graph (I think) of the maze, with nodes at the intersections. Each node would have a lin…
552 views
yckx
January 31, 2010
First Steps
I'd hoped to post Wednesday, but that didn't happen.... I want to try to post a couple times a week, and set a hard limit of not less than once every seven days. I'm already a day past due, by that measure.

I prefer to use Code::Blocks as my IDE, but I was having problems getting it to play nicely w…
730 views
yckx
January 23, 2010
A Fresh Start
I used to do some hobbyist game coding. Nothing much, but it kept me happy. For various reasons I let it slide for several years. Recently, however, I've regained my interest and drive, and have been looking into learning DirectX. And Ihave a cool idea for a Pac-Man variant.

I thought that setting u…
614 views
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