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 [...]
Posts Tagged ‘framework 3D’
Frustum Culling – First Clash in OpenGL
Posted: 13th April 2011 by Luke Iwanski in C++, Honours Project, OpenGL, UniversityTags: 3D, framework 3D, programming, University
Zombeesh back in 2D
Posted: 24th February 2011 by Luke Iwanski in 9, C++, Game, Games Engineering, UniversityTags: 2D, DirectX, framework 3D, Game, programming
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, UniversityTags: 3D, C++, DirectX, framework 3D, Game
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(); [...]
PlayerManager – prototype class
Posted: 15th February 2011 by Luke Iwanski in 9, C++, C++, DirectX, Game, Game Engines, Games Engineering, progamming, UniversityTags: 2D, C++, DirectX, framework 3D, Game, programming
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 [...]
Zombeesh overview 1 – Collision detection circle based
Posted: 13th February 2011 by Luke Iwanski in 9, C++, C++, DirectX, Game, Games Engineering, progamming, UniversityTags: 2D, C++, DirectX, framework 3D, Game, programming
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 JamTags: 3D, framework 3D, Game, Global Game Jam, Napier, programming
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, progammingTags: 3D, C++, DirectX, framework 3D, Game, programming
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 EngineeringTags: 3D, C++, DirectX, framework 3D, Game, Game Engine
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 EngineeringTags: 3D, DirectX, framework 3D, Game, Game Engine, programming, University
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, progammingTags: 2.2, 3D, Android, Carlos, framework 3D
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 [...]