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![Untitled](/static/media/user/generic-user.png)
Well, all I can say is "Ukh". Adding support for non-np2 cards (Like my server's) was ugly. Because BSP files need texture repeat, I have to stretch the texture from the BSP file - Which comes in as, say 24x64 - to a pow2 size, 32x64 in my example. Now that wouldn't be too bad, if there was a simpl…
![Untitled](/static/media/user/generic-user.png)
A mini update, since I'm bored and my friend has wandered off briefly...
My BSP loading code was taking 30 seconds plus in a debug build, but loaded almost instantly in a release build. Turns out that BSP loading requires over 6000 allocations, because of my use of STL vectors without a custom alloc…
My BSP loading code was taking 30 seconds plus in a debug build, but loaded almost instantly in a release build. Turns out that BSP loading requires over 6000 allocations, because of my use of STL vectors without a custom alloc…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/BPSRender_080110_2Sm.png)
Woo, more screenshots. It's still not optimised (As you can see from the number of draw calls), but it's rendering every face in the level, properly textured.
I'm also really going to have to parse the visiblity information, the start map is 32486 vertices and 64122 indices, which is rather a lot to…
I'm also really going to have to parse the visiblity information, the start map is 32486 vertices and 64122 indices, which is rather a lot to…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/BPSRender_080110_1Sm.png)
Yay! Textures work!
It's currently less than efficient, I'm drawing each face seperately, which means I have silly numbers of draw calls, but I can batch by texture later on to make that much better.
It's a bit of a pain to do, since I need to patch up vertex indices, but it works. And textures were …
It's currently less than efficient, I'm drawing each face seperately, which means I have silly numbers of draw calls, but I can batch by texture later on to make that much better.
It's a bit of a pain to do, since I need to patch up vertex indices, but it works. And textures were …
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/BPSRender_080109_1sm.png)
Ok, I have some triangles now, rather than lines. Copying Benryves' idea from last year, I'm using fog instead of properly lighting the scene.
Piccy time:
(Click to enlarge)
I'm rendering the map twice, once in solid view, once in wireframe (Something I can do with one line of code thanks to the way m…
Piccy time:
(Click to enlarge)
I'm rendering the map twice, once in solid view, once in wireframe (Something I can do with one line of code thanks to the way m…
![Untitled](/static/media/user/generic-user.png)
A bit of a mini update here, since I don't really have much to say. I'm having "issues" rendering a Quake BSP map properly. Here's how my index buffer filling code looks for just rendering all edges:
for(u32 i=0; i{
*pLock++ = pEdges.v0;
*pLock++ = pEdges.v1;
}
m_nNumPrimitives = m_header.lumps[B…
![Untitled](/static/media/user/generic-user.png)
Today I learnt another thing CodeWarrior fails miserably at: Stack space allocation. Unlike PC development, you don't get a meg of stack on a DS (That's a quarter of total RAM :P), you only have a few KB.
I've got a function that initialises a large array, that goes like so:
I've got a function that initialises a large array, that goes like so:
m_array[i++] = ArrayItem…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/BPSRender_080105_1Sm.png)
Well, randomly inspired by This post by Scet today (Well, This image, anyway), I decided to try making a Quake BSP renderer. I don't currently have any way to get remotely complicated maps into my engine, so a basic BSP renderer should be a good start.
I've been meaning to tinker with the Quake I fo…
I've been meaning to tinker with the Quake I fo…
![Untitled](/static/media/user/generic-user.png)
Happy new year (in advance)!
I'm bored and poking around for half an hour till I go out to a friends and get thoroughly hammered. Although I hopefully want to remain more sober than I usually am.
I've done no coding at all over Christmas break, I've not really been in the mood. Back at work on the 4t…
I'm bored and poking around for half an hour till I go out to a friends and get thoroughly hammered. Although I hopefully want to remain more sober than I usually am.
I've done no coding at all over Christmas break, I've not really been in the mood. Back at work on the 4t…
![Untitled](/static/media/user/generic-user.png)
With help from Mushu, I managed to make a version of the Blender MD2 exporter that only exports one frame, which is good. So I can now export meshes without ending up with a 17.5MB file at the end of it.
However, I've had blender crash a lot, 3 times today. It's probably do do with my experimenting …
However, I've had blender crash a lot, 3 times today. It's probably do do with my experimenting …
![Untitled](/static/media/user/generic-user.png)
Nothing exciting to report. I managed to get my kitten-monkey exported from Blender as MD2 and into my engine. Next I need to strip out the other 191 frames of dross, or, better, write my own exporter. Which is what I'd prefer to do, the Druink model format is really simple, very similar to MD2. A …
Another one of my "I'll link to this entry from threads topic". This one's on using the debug DirectX runtimes.
The debug runtimes are debug DLLs that can be used instead of the normal D3D DLLs. They're turned on or off through a sperate utility rather than by linking to different libraries or anyth…
The debug runtimes are debug DLLs that can be used instead of the normal D3D DLLs. They're turned on or off through a sperate utility rather than by linking to different libraries or anyth…
![Untitled](/static/media/user/generic-user.png)
I've decided to give Blender another go, since I never realised that Milkshape wasn't free. So I'm using This series (Thanks to Aph3x for the link) to try and get a grasp of things, and it seems to be going reasonably well so far.
I want to get to the stage that I can export a textured basic buildin…
I want to get to the stage that I can export a textured basic buildin…
![Untitled](/static/media/user/generic-user.png)
Goddamn useless TV License people...
I tried to pay by debit card on their site, but there's a drop list for "Title:" which is a required field. And has nothing in it. I've tried on 3 PCs, in both IE and FF. Apparently some people see options, some don't. Link.
So, I saved the page, edited the HTML t…
I tried to pay by debit card on their site, but there's a drop list for "Title:" which is a required field. And has nothing in it. I've tried on 3 PCs, in both IE and FF. Apparently some people see options, some don't. Link.
So, I saved the page, edited the HTML t…
![Untitled](/static/media/user/generic-user.png)
Well I nearly poo'd myself with glee. VNV Nation played at Studio 24. Mr Mark Jackson walked past me while I was waiting for others (I.e. loitering. getting drunk); I nearly pissed my pants. I only actually realised (Interruption; Firefox's default dictionary is wrong and says it's "realized". Apol…
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No pretty pictures or videos today. I've been trying to learn Blender, and not doing so well. I can create objects and move them around, but I've yet to get UV mapping working, and I can't export meshes (Only really tried to export to MD2, and that failed because there's no UVs).
Blender seems way o…
Blender seems way o…
![Untitled](/static/media/user/generic-user.png)
I completed HL2:EP2. Overall, pretty good although the ending was a bit meh. I failed the achievement where you have to save all the buildings around the silo (Although I was playing on hard skill [rolleyes]), I missed 15 grubs in the caverns, I didn't kill a Combine soldier with his own grenade, I…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Raytracer/Refraction125.png)
I was playing with my refraction code a little (nothing spectacular), and I found myself doing things like changing the refractive index of a material, then rendering, then changing again, then rendering, etc. So I'm going to make the whole thing scripted properly, so you can generate multiple outp…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Raytracer/Refraction.png)
Captain retard strikes again.
I couldn't figure out what was going wrong with my refraction code (It was broken in another way that I fixed, then this bug shows up). Then I suddenly realised that the normals were all screwy and there was "weird stuff" happening. So, after going through the debugger,…
I couldn't figure out what was going wrong with my refraction code (It was broken in another way that I fixed, then this bug shows up). Then I suddenly realised that the normals were all screwy and there was "weird stuff" happening. So, after going through the debugger,…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Raytracer/BrokenRefraction.png)
A bit of a late reply, mainly because what I was working on (refraction) is bust.
So I'll make this short and sweet. Here's the image I have so far:
I didn't try to fix it last night, I got distracted by Half Life 2: Episode 2. I thought I managed to kill all of the grubs, but it turns out I missed 1…
So I'll make this short and sweet. Here's the image I have so far:
I didn't try to fix it last night, I got distracted by Half Life 2: Episode 2. I thought I managed to kill all of the grubs, but it turns out I missed 1…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Raytracer/ShadowsAndSine.png)
Ok, I changed the way objects are created, which is a bit nicer. But there's an annoyance I found in Lua which stops it being as neat as it could be. If you have a C function that returns two return values, and you use the return value of that function as a parameter to another C function, the othe…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Raytracer/ReflectionsBroken.png)
In an effort to make my raytracer look more raytracer-y, I stole Phantom's scene setup from His article series. Which looks awesome, and also allows me to compare my results to see that they're correct.
So, here's my new scene file:
So, here's my new scene file:
-- Test script
-- Set camera (pos, lookat, up, fov (Degrees))
set_cam…
![Untitled](http://members.gamedev.net/EvilSteve/JournalStuff/Raytracer/First.png)
Woo! Raytracer goodness!
Here's the scene definition file (Lua script):
Here's the scene definition file (Lua script):
-- Test script
-- Set camera (pos, lookat, up, fov (Degrees))
set_camera({0, 0, 0}, {0, 0, 1}, {0, 1, 0}, 60);
-- Set output data (filename, width, height)
set_output_file("out.bmp", 320, 200)
-- Init materials (material name, textur…
![Untitled](/static/media/user/generic-user.png)
So my MUD client is almost finished, and I'm not really inspired to do stuff to my engine. So I have yet another side project; a raytracer. Because they look cool.
So far all it does is read a Lua script and add spheres according to it, but that's reasonable for 45 mins work I think...
So far all it does is read a Lua script and add spheres according to it, but that's reasonable for 45 mins work I think...
![Untitled](/static/media/user/generic-user.png)
Milestone feedback meeting are always fun.
"Ok, so we need 4 buttons on this screen"
"We can't, it'll go over the DS sprite limit"
"Well, we need 4 button on this screen"
"Hrm, I could maybe do something funky with tilemaps..."
"Great, do that."
"...but then we can't have scrolling"
"Oh, we need scrolling…
"Ok, so we need 4 buttons on this screen"
"We can't, it'll go over the DS sprite limit"
"Well, we need 4 button on this screen"
"Hrm, I could maybe do something funky with tilemaps..."
"Great, do that."
"...but then we can't have scrolling"
"Oh, we need scrolling…
![Untitled](/static/media/user/generic-user.png)
I realised yesterday that my code is a disaster waiting to happen. It passes STL objects over a DLL boundary, which works fine when the EXE and all DLLs are compiled with the same STL version, but falls apart (I.e. crashes horribly) otherwise. As I found when I tried to run a release EXE with a deb…
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