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Arg, christ, GDNet is dying. It took me 9 attempts to post a reply a moment ago. I wonder how many attempts it'll take for this to go through.
Anyway, Host API functions are done in a basic way - the VM doesn't validate the number or type of parameters, but the stack will convert them for the app, w…
Anyway, Host API functions are done in a basic way - the VM doesn't validate the number or type of parameters, but the stack will convert them for the app, w…
![Untitled](/static/media/user/generic-user.png)
Arg, christ, GDNet is dying. It took me 9 attempts to post a reply a moment ago. I wonder how many attempts it'll take for this to go through.
Anyway, Host API functions are done in a basic way - the VM doesn't validate the number or type of parameters, but the stack will convert them for the app, w…
Anyway, Host API functions are done in a basic way - the VM doesn't validate the number or type of parameters, but the stack will convert them for the app, w…
![Untitled](/static/media/user/generic-user.png)
Woo, the DruinkScript VM is working with all the opcodes now. I just gave up with my custom string class, since it was giving me headaches, and the cache misses would probably hurt me more than moving around memory chunks in std::string. I've wrapped a std::string up in a DruinkScript::String class…
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I'm beginning to think that my string class is overkill. Simple things like strcmp() are a lot more involved than I thought since each chunk can be a different length. For instance, the following strings are the same:
"Hello___" " Wor____" "ld______"
"Hello Wo" "rld_____"
Despite them being different …
"Hello___" " Wor____" "ld______"
"Hello Wo" "rld_____"
Despite them being different …
![Untitled](/static/media/user/generic-user.png)
Whee, looping constructs and function calls work in DruinkASM / DruinkVM now. I'm using the x86 EFLAGS sort of method, where there's a CMP instruction which sets the equal, less than and greater than flags when you compare two variables, and then there's JE, JNE, JG etc.
Hopefully I'll get all the c…
Hopefully I'll get all the c…
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Time for a random update to bump my journal [smile]
DruinkScript's VM is coming along nicely. The assembler is complete, but could do with a few more opcodes - I'll add those later on.
DruinkScript's string class is working nicely too, it makes a linked list of char[32] buffers so string operations d…
DruinkScript's VM is coming along nicely. The assembler is complete, but could do with a few more opcodes - I'll add those later on.
DruinkScript's string class is working nicely too, it makes a linked list of char[32] buffers so string operations d…
![Untitled](/static/media/user/generic-user.png)
Best. Spam. Ever.
Quote: It was a toilet paper dispenser that had a lotion dispenser.
Eines der Fotos zeigt eine Szene wie diese. Client looking for TWO PLOTS at Oaklawn Memorial Gardens in Titusville, Florida.
Please Register with The Final Arrangements Network.
Read these step by step instructions on…
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DruinkASM is now "Complete". That is, I have support for all the opcodes and constructs I need. It should be easy enough to add support for other stuff later on, as required.
So I've started making the VM and test app now. The VM compiles to a .lib file, and you #include "DruinkScript.h", which will…
So I've started making the VM and test app now. The VM compiles to a .lib file, and you #include "DruinkScript.h", which will…
![Untitled](/static/media/user/generic-user.png)
Time for a random update...
I've finished Game Scripting Mastery, and it's a pretty good book overall. I think it could have done with a bit more on optimisation, although I suppose that's out of the scope of the book really. Overall 8.5/10. Definitely worth buying if you want to make your own scrip…
I've finished Game Scripting Mastery, and it's a pretty good book overall. I think it could have done with a bit more on optimisation, although I suppose that's out of the scope of the book really. Overall 8.5/10. Definitely worth buying if you want to make your own scrip…
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Evil Steve stabs Scotrail in the face with a strand of spaghetti
So, I got the train at around 8:15 this morning, and we were told there was a signal failure. So we sat there for ages, waiting on something to happen, with the condustor telling us over and over that it was a signal failure and trains…
So, I got the train at around 8:15 this morning, and we were told there was a signal failure. So we sat there for ages, waiting on something to happen, with the condustor telling us over and over that it was a signal failure and trains…
![Holidays!](/static/media/user/generic-user.png)
Yay, I'm on holiday this week [smile]
I got back from Dundee this afternoon, where I was setting up a friends wireless network, performing general PC maintainence, and seeing her house she bought.
I've got a todo list, with a bunch of things on it; mainly articles. In fact, here it is, verbatim:
I got back from Dundee this afternoon, where I was setting up a friends wireless network, performing general PC maintainence, and seeing her house she bought.
I've got a todo list, with a bunch of things on it; mainly articles. In fact, here it is, verbatim:
Quote…
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FUCKING CODEWARRIOR.
I spent a total of 6 hours over Monday and today tracking down a bug, that turned out to be completely unrelated to the stuff CodeWarrior was sending to the debug output.
The reason? CodeWarrior ditches debug log statements to stop it slowing down. So if you write out 10 lines, o…
I spent a total of 6 hours over Monday and today tracking down a bug, that turned out to be completely unrelated to the stuff CodeWarrior was sending to the debug output.
The reason? CodeWarrior ditches debug log statements to stop it slowing down. So if you write out 10 lines, o…
![Untitled](/static/media/user/generic-user.png)
Cartoon Network Racing: Preview
Not the best review, perhaps, but not too bad. And yes, it's only 4 player. 8 player was too laggy.
Not the best review, perhaps, but not too bad. And yes, it's only 4 player. 8 player was too laggy.
![Untitled](/static/media/user/generic-user.png)
Well, I haven't been posting much because I haven't been sleeping much either. I worked out last night that since Friday I've had around 14 hours sleep. Joy. So I just feel completely zombie-like.
Anyway, I've been reading Game Scripting Mastery (So far covered the language, the assembler and the VM…
Anyway, I've been reading Game Scripting Mastery (So far covered the language, the assembler and the VM…
![Untitled](/static/media/user/generic-user.png)
LOL POINTER TRUNCATION!!1
Ok, so what is the correct way to use SetWindowLongPtr? Doing this:
SetWindowLongPtr(m_hWnd, GWLP_USERDATA, (LONG_PTR)this);
works fine in x64, but gives the warning "warning C4244: 'argument' : conversion from 'LONG_PTR' to 'LONG', possible loss of data" in Win32.
So, I chang…
Ok, so what is the correct way to use SetWindowLongPtr? Doing this:
SetWindowLongPtr(m_hWnd, GWLP_USERDATA, (LONG_PTR)this);
works fine in x64, but gives the warning "warning C4244: 'argument' : conversion from 'LONG_PTR' to 'LONG', possible loss of data" in Win32.
So, I chang…
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I've got a little sidetracked with a mini-project of mine. I'm currently reading through Game Scripting Mastery, so I've been itching to try some of the stuff out. So, I'm making yet another TA client (If you don't know what TA is, don't ask). This one will consist of:
- An output window that can pars…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Cake_sm.jpg)
Happy birthday to me,
Happy birthday to me,
Happy birthday dear Evil Steve,
Happy birthday to me.
I got caek last night, from a friend. Which is quite spectacular:
Click to Enlarge
And I need to put the bathroom back together after last nights festivities. And I need to find some food, do a bit of tidyin…
Happy birthday to me,
Happy birthday dear Evil Steve,
Happy birthday to me.
I got caek last night, from a friend. Which is quite spectacular:
Click to Enlarge
And I need to put the bathroom back together after last nights festivities. And I need to find some food, do a bit of tidyin…
![Untitled](/static/media/user/generic-user.png)
Hmm, nothing too much to report, really. I got lighting working, supporting directional, point and spot lights, and I added optional specular reflection to meshes, which looks pretty nice.
I've started implementing a camera class, but I need to get some resources from the Internet to develop it furt…
I've started implementing a camera class, but I need to get some resources from the Internet to develop it furt…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Engine060825_sm.png)
Well, this makes a nice change. Everything seems to be working perfectly now - my PCX loading code worked first time, and applying the texture to the model worked first time too. I was expecting to at least have to change the texture coordinates. Apparently not.
Screenshot:
Click to Enlarge
And I also…
Screenshot:
Click to Enlarge
And I also…
![Untitled](/static/media/user/generic-user.png)
Hmm... I thought the model looked a little odd. After I added rotation, I found it looked 2D, as it it had been flattened onto a plane. After about 2 hours of investigation (an hour on the train and this hour for lunch), I came across this little gem of code:
inline Vector3 operator*(const Vector3&…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Engine0608241_sm.png)
Ok, MD2 animation is working. I haven't tried texturing, but I see no reason why that's not working too. Also, my GUI stuff is pretty nice for getting code up and running fast.
Another screenshot:
Click to Enlarge
And the code for setting up that scene (GUI and mesh):
Another screenshot:
Click to Enlarge
And the code for setting up that scene (GUI and mesh):
// Create mesh
m_pMesh = NEW SOMD2…
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