Archive for January, 2011

Sell: Fish

Posted: 30th January 2011 by Luke Iwanski in Global Game Jam
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GUI, Lighthouse – yeah we had lighthouse – isn’t that cool?! Port Ship – can trade in a port we can have more than one ship! and a huge debt! yeah.. economic rules! come on we had only 48hrs! get playable demo

Global Game Jam..

Posted: 29th January 2011 by Luke Iwanski in Global Game Jam
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Over 30h without sleep.. and loads things to do.. tired.. no exhausted.. but excited.. we almost reached 2nd stage for a game development.. all relationships, behaviours are set up and ready to go.. now.. level modelling tweaking and balancing game play.. it is kind a hard to manage and catch up with 8people team.. really. [...]

unity3d prefabs and other issues

Posted: 27th January 2011 by Luke Iwanski in Global Game Jam

Yesterdays evening have made me little bit more crazy.. every try of importing any asset has a failed :S preparing for a GGJ would be so much easier if that would be working! creating a prefabs and simple scripting covered in less than 20 min. Unity 3D is really great tool! anyway, full of I [...]

Day 11: Well I have done the textures

Posted: 23rd January 2011 by Luke Iwanski in 10, C++, C++, DirectX, Game, Game Engines, progamming

I cannot admit.. I wanted to finish couple more things.. well so now we have space to render divided to quads.. increase performance, texture, lighting, info about graphic card and memory left on card. Now I am ready to do game logic. what should I start with? random placing objects on a map? word! I [...]

Day 10: Height Map

Posted: 22nd January 2011 by Luke Iwanski in 10, C++, C++, DirectX, Game, Game Engines, Games Engineering, progamming
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I am satisfied with that height map – no multi textures, blending, water or even trees.. I need to concentrate on logic now, polishing details will be last thing. plan for today/tomorrow. picking + adding objects on the map.. good luck Luke.. thanks Luke. edit: ok 2 more thing left before I ll be ready [...]

He’s back! Hail to the king baby!

Posted: 21st January 2011 by Luke Iwanski in Game
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Can’t wait it! After 12 years! He’s back baby!

Day 9: Motivation Kick

Posted: 18th January 2011 by Luke Iwanski in C++, C++, DirectX, Game, Games Engineering
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I need to figured out what I want/have to do with University and work.. need to find a balance, Today after chat with my Program Leader I have decided to start going forward and developing stuff that I actually will need and polish small things at the end, that’s why today I have managed to [...]

Day7: Quick overview

Posted: 16th January 2011 by Luke Iwanski in 10, C++, C++, DirectX, Game, Games Engineering
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Just quick overview for end of day 7. Input handler gets mouse position and escape button Drawing 3D maya objects Sound player drawing 2D over 3d object Font engine – well subsystem but.. High precision timing FPS CPU usage Lighting Still loads left to do but as for one week it is fairly enough!

Maya Converter Created v 0.1

Posted: 15th January 2011 by Luke Iwanski in C++, C++, Game
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I made this! I have developed simple file that converts .obj file format exported from Maya to format that can be in easy way imported to my framework, processed and displayed! current version allows to import whole object with texture! This simple but really flexible script allows me to import any model exported to .Obj [...]

Vortex Terrain Model

Posted: 15th January 2011 by Luke Iwanski in 10, C++, C++, DirectX, Game, Games Engineering
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First of all: My class that loads objects from file is working now! v0.6 is able to load vertexes and put them into buffer! Great success! I was thinking about topic for Games Engineering module. There are plenty ideas in my head of what I can create, but last idea seems to be a challenge – [...]