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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…
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…
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…
wh…
*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…
*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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
To those of you who have the misconception that I am being 'childish', No, rath…
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…
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…
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…
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…
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…
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…
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…
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…
A little tid-bit to all you engine developers out there.
Here is a good representation of the S3Engine currently.
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
{
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…
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,…
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,…
Gameboomers did a review on Morning's Wrath. Seems it is a hit with them! =D
A first look at Morning's Wrath
A first look at Morning's Wrath
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)
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)
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