Posts Tagged ‘framework 3D’

Lately I have started preparing tools for voxel engine, after yesterdays fails with bloom/hdr today I won the battle with Frustum Culling – well it was only battle and there is still lot to improve. Above we can see snowman’s – my tech model – used in OpenGL API learning process. Anyway – for some [...]

Zombeesh back in 2D

Posted: 24th February 2011 by Luke Iwanski in 9, C++, Game, Games Engineering, University
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After lately chat with my tutor I have to move back to 2D based game. – time pressure and general overloading forced me to make this decision. GDD must be finished by tomorrow – but shall not fear! I have some resources. I will borrow units tile set from star craft – come on zombies looks almost like [...]

I see meshes everywhere!

Posted: 19th February 2011 by Luke Iwanski in 9, C++, C++, Game, Games Engineering, University
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Huzza!! I did it! I have learned how to create a mesh from .x file format! – now I only need to apply picking and I am good to go! Mesh.h 12345678910111213141516171819202122232425262728293031323334353637383940414243444546#pragma once #ifndef MESH_H #define MESH_H #include <d3dx9 .h> #include <vector> class Mesh {    friend class MeshInstance; public:    Mesh();    ~Mesh();   [...]

Just a quick note. I have managed to write Player Manager class which is kind a prototype.. the two issues that I am having are how to get an offset of a map.. if I am trying to set up offset to static DXDVECTOR3 variable inside Level class linker is complaining, passing as attribute well [...]

After less than one week – weekend not counted in (I have had over 24hrs of sleep during weekend, I really hate to be sick) I have cought up with university material. Material covered: Tile system for map loaded from a file offset for moving map entity manager for all objects on the map – [...]

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. [...]

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 [...]

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!

3D Framework for Android sample

Posted: 20th November 2010 by Luke Iwanski in 2.2, andrioid, Game, java, Java, OpenGL, progamming
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I finally made it! I have found couple bugs that was causing problems in my game. first of all and I guess that was only error I have had was texturing for blocks – my program was using custom created mipmap function that was using probably not supported by hardware on desire, however.. it is [...]