Since week all development stopped and now I am struggling with report. Just finished draft of first chapter.. it’s terrible.
Posts Tagged ‘programming’
Octree + simplex noise
Posted: 5th March 2012 by Luke Iwanski in C++, Honours Project, UniversityTags: 3D, C++, OpenGL, programming, Voxel
Frustum Culling – First Clash in OpenGL
Posted: 13th April 2011 by Luke Iwanski in C++, Honours Project, OpenGL, UniversityTags: 3D, framework 3D, programming, University
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 [...]
At the end of this week I can say game is almost finished!
Posted: 27th March 2011 by Luke Iwanski in 9, C++, DirectX, Games Engineering, UniversityTags: 2D, C++, DirectX, Game, programming
Huzzah! Game as it should be is pretty much finished – well there is always something that can be added, improved or modified – but as far as I am considered game should look like it looks atm. Obviously, it needs final touches – tidying up GUI for instance. and before handing it out I [...]
We can buy stuff!
Posted: 13th March 2011 by Luke Iwanski in 9, C++, DirectX, Game, Games Engineering, UniversityTags: 2D, C++, DirectX, Game, programming
Finally I have prototyped pouching units system – it uses messaging system, however I am having weird bug, when I am getting more marines animation for them is speeding up. I am wondering if it is caused by using pointer to the animation.. well it shouldn’t, should it? to be fair animation system was designed [...]
2D Zombieesh Continues
Posted: 12th March 2011 by Luke Iwanski in 9, C++, DirectX, Games EngineeringTags: 2D, C++, DirectX, Game, programming, University
That was freaking remarkable week, Meetings Meetings Meetings. Apparently I have enough “clients” to open my own company. Yeah.. who could even thought about that? World is crazy. anyway, this is not what post will be about. What I want to show is today’s achievement. Zombeesh project – yes as you can see I have [...]
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 [...]
Frame Animation manager – 2D
Posted: 17th February 2011 by Luke Iwanski in 9, C++, C++, DirectX, Game, Games Engineering, progamming, UniversityTags: 2D, C++, DirectX, Game, programming
This week at university we have covered 2D frame animation – simple idea every frame is separate image. what we need are two classes: Animation AnimationManager Animation.h 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950#pragma once #ifndef ANIMATION_H #define ANIMATION_H #include <d3d9 .h> class Animation { private: IDirect3DTexture9* texture; int frameWidth; int frameHeight; int startFrame; int endFrame; [...]
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 – [...]
Backup plan
Posted: 8th February 2011 by Luke Iwanski in 9, C++, C++, DirectX, Game, Game Engines, Games Engineering, UniversityTags: 2D, C++, DirectX, Game, programming
right, I have spent too much time on trying to figure out 3D Picking and meshes. I need to prepare backup plan – only 6weeks left till deadline. here it is: 2D – Top down – survival. the idea is pretty the same as in 3D version – but I am considering get rid of [...]