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DruinkJournal

1,237 comments
557 entries
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Evil Steve
October 24, 2006
Untitled
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…
235 views
Evil Steve
October 24, 2006
Untitled
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…
218 views
Evil Steve
October 24, 2006
Untitled
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…
246 views
Evil Steve
October 21, 2006
Untitled
Also:


YEAH BABY.
259 views
Evil Steve
October 21, 2006
Untitled
ATTENTION, ATTENTION. THIS IS NOT A SMALL BULGARIAN CHECKOUT OPERATOR.

THANK YOU FOR YOUR ATTENTION.
219 views
Evil Steve
October 20, 2006
Untitled
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 …
243 views
Evil Steve
October 19, 2006
Untitled
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…
225 views
Evil Steve
October 18, 2006
Untitled
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…
260 views
Evil Steve
October 17, 2006
Untitled
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…
275 views
Evil Steve
October 16, 2006
Untitled
Back lol where's my shitting TV?
238 views
Evil Steve
October 14, 2006
Untitled
I'm going to Aberdeen. Back in 2 days.

Brb.
245 views
Evil Steve
October 11, 2006
Untitled
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…
223 views
Evil Steve
October 07, 2006
Untitled
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…
318 views
Evil Steve
October 04, 2006
Untitled
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…
239 views
Evil Steve
October 04, 2006
Untitled
Quote: ATTENTION: An external clock too much over its specification may cause the system unstable or even fail, please proceed with highly attention.
287 views
Evil Steve
October 03, 2006
Untitled
End of holidays. What did I get done from my list? Nothing. I suck...
228 views
Evil Steve
September 26, 2006
Holidays!
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:
Quote…
268 views
Evil Steve
September 20, 2006
Untitled
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…
451 views
Evil Steve
September 18, 2006
Untitled
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.
265 views
Evil Steve
September 14, 2006
Untitled
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…
228 views
Evil Steve
September 11, 2006
Untitled
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…
295 views
Evil Steve
September 07, 2006
Untitled
193 views
Evil Steve
September 05, 2006
Untitled
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…
253 views
Evil Steve
September 03, 2006
Untitled
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…
252 views
Evil Steve
August 31, 2006
Untitled
Grumble grumble.

I don't get next week off. The project manager apparen't didn't know I'd handed him the form to request time off, and he's already ok'd time off for other people. So I'll be comming in next week, most likely.

PEH.
244 views
Evil Steve
August 29, 2006
Untitled
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…
241 views
Evil Steve
August 26, 2006
Untitled
AAHAHAHAHHHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAAAA

AHAHAHAHAHAHAHHAHAHA

This guy is just comedy gold...
314 views
Evil Steve
August 25, 2006
Untitled
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…
300 views
Evil Steve
August 25, 2006
Untitled
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&…
268 views
Evil Steve
August 24, 2006
Untitled
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):

// Create mesh
m_pMesh = NEW SOMD2…
250 views
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