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A Keyboard and the Truth

Profile
Western Massachusetts
Mostly technical ramblings through the years of indie game development
1,888 comments
5 followers
504 entries
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EDI
January 15, 2006
Radial Goodnes
Radial Menus are almost complete, curently rendering and traversing works, next stop, getting the buttons to do somthing, this will be done first and foremost via boost::bind, higher level subclasses will be made for other specific functionality.

509 views
EDI
January 15, 2006
Some radial menu action

Radial menu system is almost done, icons hand drawn by yours truly =)

480 views
EDI
January 10, 2006
Text
So, as the mighty board of development progress shows, I am working on the font engine.

Thankfully we implemented a rather nice font engine in Flare, and it will be coming over to S3.

The top-level API exposes a method to create a Typeface(an alias an image and widths file pair)

once loaded a typeface…
588 views
EDI
January 09, 2006
Management.
The time has come to start cranking down the bolts a bit, as any seasoned indie developer knows, the only way a game gets done is to do it; so I have created a nice list of tasks that are now hovering above my journal space, here you (and I) can keep track of progress of both the game and engine.

wh…
276 views
EDI
January 07, 2006
YES!
*falls through the door*

*pushes a screen shot twoards the crowd*



*mumbles somthing about switching from the Fixed Function Pipeline to Vertex and Pixel shaders*

*continues to mumble about how it only requires one pass to do directional lighting and a base terrain with four splats*

*crawls off to go to…
571 views
EDI
January 05, 2006
a bit more info
So let's summarize on the topic of terrain.

Geometry:
the terrain is stored in a single vertex buffer and index buffer.

Each terrain tile is laid out rectangularly in space (along the x/z axis) and is stored linearly in the vertex buffer.



the index buffer only contains indices for one tile, when drawin…
303 views
EDI
January 04, 2006
a glimpse of the future
so now that I have splatting taken care of, I am moving on to lighting, but not without another comped view.



Above we see what 2D sprites will look like on our 3D terrain, clearly a more detailed terrain would be better, but this is still a work in progress =)




Everybody wait for it...
Any comments/que…
294 views
EDI
January 02, 2006
Splizat
So finally got some splatting to work:


a single splat alpha mask drawing dirt on snow


splatting makes me happy


My original thought was to allow dynamic (any number of) splats per tile, however I decided instead to limit one base image and two splats per tile, after doing some thinking this should be e…
270 views
EDI
January 01, 2006
progress
I am making a bit of forward progress, I got hung up for a while on deciding the layout for my tiles in the monolithic vertex buffer. The original idea was to keep the vertex buffer as a grid of the entire map, and the use indices to group them into tiles. However this meant that drawing each tile…
432 views
EDI
December 30, 2005
Map structure

Our original thoughts on the environments for project2 is that they would be similar to MW, that is, a serries of large interconnected maps, only our thought was to have fewer maps and make them larger.

This posed a few problems, both technically and design-wise.

Take for instance an island, our thou…
430 views
EDI
December 30, 2005
Further notice
I have been contacted by some people (the opinions of which I hold in the highest regard) and after weighing their input along with the posts from the last entry I have decided to keep my journal here on GD Net and open.

To those of you who have the misconception that I am being 'childish', No, rath…
494 views
EDI
December 29, 2005
Closed until further notice
Well, that settles it, ever since I began Project 2 there has been a marked increase in negative feedback, I am not sure why but I have a couple of guesses.

Anyhow, It is no longer enjoyable to keep everyone up-to-date here, so instead I will keep my development notes and statements elsewhere.

I appo…
750 views
EDI
December 29, 2005
terra-firma
As I stated, my trip to 3D was not a total loss. It introduced me to the concept of 'splatting'; splatting is a technique used to efficantly texture a terrain.

I've adopted this method for use in our 2D game. Since we are using a 3D api I hypothosize this will be a far more performant way to draw ou…
386 views
EDI
December 27, 2005
decisions, decisions
First, a comped(composited) together view of some elements we might be using for the graveyard.


now read below =)





I hate how time flies =/

Project2 was started back about mid-Oct, and from then till now I've been bogged down in engine work.

While this shouln't be suprising (happened with MW2), it certa…
412 views
EDI
December 21, 2005
*cough*
Alright, alright! Stop that cheering, I'm not dead!

As many of you have noticed my journal posting of late has turned from a trickle to a dead stop, there are a few reasons for this =)

1. Ahhh-choo
I've had a cold so I am sorta sick right now, but getting better.

2. I'm back in the lab... yo... =D
Thats…
346 views
EDI
December 14, 2005
=)

=)

A little tid-bit to all you engine developers out there.
Here is a good representation of the S3Engine currently.


o Engine : singleton pattern
o SharedPtr instance;
o SharedPtr game;
o SharedPtr graphics;
o SharedPtr audio;
o SharedPtr getInstance(void);
o SharedPtr getGame(void);
o SharedPtr getGraphics(v…
176 views
EDI
December 11, 2005
No 2006 GDC for EDIGames
Just got word that Morning's Wrath didn't make the 'cut' to be a finalist in the 2006 Indipendant Games Festival.

I also noticed that neither did Gang Wars, nor Sector 13

Given that, coupled with the games that were chosen I would say it is not suprising that MW didin't get chosen.

Anyhow, what good i…
319 views
EDI
December 06, 2005
=D

=D

fear the bad-programmer-art-of-doom!

made this in about 10 mins to test out the snow texture we are getting.

329 views
EDI
December 05, 2005
scripting.
This is the main feature we need, it simplifies programming 10-fold.

325 views
EDI
December 05, 2005
up,up and away with boost
So I finally managed to get boost compiled and make use of it.

The engine has been converted to using boost::shared_ptr and boost::weak_ptr

I also am using a

std::map >

for script function callbacks =)

now I am concentrating on scripting, since already the engine is prepared to get some scripting go…
243 views
EDI
December 02, 2005
scripting
Busy converting our old scripting engine to use STL and integration with our new engine.

After that it is time to investigate boost and it's smart pointers, and potentially it's stream integration with zlib.
293 views
EDI
November 30, 2005
new ideas.
So after doing some thinking, and seeing how plenty of people are objective to copy protection.

I've decided to attack the problem from another angle.

for our next game, we may implement a system of purchasing that is akin to 'donation-ware' but a slight twist.

basically each product that a price rang…
410 views
EDI
November 30, 2005
Usage Control
Any developer knows you can't Stop piracy.
Morning's Wrath was released totaly open without any usage restrictions; this is probably not a bad idea for a first title, because it encourages use, however going forward, we would like to be rewarded for the work we do.

Solving Piracy

Hahaha, never going t…
1,230 views
EDI
November 29, 2005
more.
Image
{
LPDIRECT3DTEXTURE8 texture;
int32 sizeX;
int32 sizeY;
};

Frame
{
Image image;
bool alphaBlend;
bool mirrorH;
bool mirrorV;
int16 anchorX;
int16 anchorY;
int16 hitL;
int16 hitT;
int16 hitR;
int16 hitB;
};

Sheet
{
int16 cellsX;
int16 cellsY;
int16 areaX;
int16 areaY;
std::vector frames;
};

Animation
{
Sheet sheet…
335 views
EDI
November 29, 2005
Animation.
So last night I did a bit of thinking and a bit of implementation on how I am going to handle frame-animation in the S3Engine.

Then:

In Flare3 we used 'tabled' images, like so.

[0,0][1,0][2,0]
[0,1][1,1][2,1]
[0,2][1,2][2,2]

with all of the frames in a single image, this made referencing an image simple,…
398 views
EDI
November 27, 2005
Real indies code in the dark lol
My desktop as seen at 9pm

304 views
EDI
November 27, 2005
cant &*!@#6 all day long
took a break from protesting and added some shadows. =)

421 views
EDI
November 26, 2005
Awesome Review
Gameboomers did a review on Morning's Wrath. Seems it is a hit with them! =D

A first look at Morning's Wrath
516 views
EDI
November 26, 2005
even more yay.
I now have unlimited entity layers set up.

a good example is this here note, on that there tree (seperate entities) this allows for lots of 'general' graphics to be made, and combined on the map to create more complex scenes with fewer graphics (wall sections, pictures, windows, etc)


303 views
EDI
November 25, 2005
yay!
322 views
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