I have been working on trying to get a demo ready for the Intel competition for the past month off and on, but have to finish before the end of the month.
Have to really work overtime to try to get something finished on time!
Wednesday, June 24, 2009
Thursday, January 22, 2009
Screen Shots
Here are some screen shots from the last couple of days:
first box's positioned correctly:

And with camera and floor:
First Engine screenshot- nehe cube loaded from mesh(OBJ file) and text loaded from a font jpg, and written out to screen:
A quick rocketship with the text texture on it to demonstrate a model loaded out of 3ds max (the axis's are in the engine using points)
My old delta flyer model loaded into the engine with the nehe texture:

A quick level modeled in 3ds max imported into the engine and rendered with diffuse lighting and normals
Another angle:

first box's positioned correctly:
And with camera and floor:
A quick level modeled in 3ds max imported into the engine and rendered with diffuse lighting and normals
Monday, January 12, 2009
Basic Camera and Text Output working on engine
I spent the night after work working on the "engine" - have SDL keyboard controlled "camera" working, and added the "camera" to a std:list of "scene objects", building off of what I saw it the other engine, and trying to structure the basics of my engine in the same way- they were able to build tons into theirs, and I would like to start mine with a good foundation so I can keep building it, with minimal "going back and changing everything".
Things I finished tonight:
-"Camera" movement via keyboard (through a object pointer stored in a linked list)
-basic text showing onscreen through object interface
-(+ getting the camera working using the linked list was some time- hadn't used a list before, and forgot I had to declare my inherited objects public: "class glassBox:public Box")
Since I now have text output to screen, I can debug.
Anyone know if it's possible to debug using console commands in MSV8.0/2005? Is there a better/easier real-time debugging technique aside from writing to the screen(or text files which isn't what I need for initially getting things working and seeing whats happening?
Things I finished tonight:
-"Camera" movement via keyboard (through a object pointer stored in a linked list)
-basic text showing onscreen through object interface
-(+ getting the camera working using the linked list was some time- hadn't used a list before, and forgot I had to declare my inherited objects public: "class glassBox:public Box")
Since I now have text output to screen, I can debug.
Anyone know if it's possible to debug using console commands in MSV8.0/2005? Is there a better/easier real-time debugging technique aside from writing to the screen(or text files which isn't what I need for initially getting things working and seeing whats happening?
Thursday, January 1, 2009
Great News!
Someone on gamedev (swiftcoder) had pointed me in a good direction for my engine, irrlicht engine (http://irrlicht.sourceforge.net/), which is a multi-platform, multi-rendering API compatible, open source engine!!
Taking a look at the demo's, some things I could pull out that I need are .X model loading (+skeleton animation), loading levels(which I was going to use .X models, but am still open to others), FPS mouse movement, and probably loads of other things, since it is a fully working 3d engine.
Basically my final idea look pretty simple :-D But I have to start somewhere... And I want to learn how to create my own engine from scratch before starting to make games, since in the future even if I don't have to make my own, I might have to modify existing ones to add more features/updates features.
My engine right now has full keyboard movement, basic rendering, and texture loading (based on the SDL_IMAGE library).
Thing to do next are to get the model .X loading working and displaying, and FPS-style movement. From there I can start focusing more on what I need- a physics system (can start from scratch or start with NVIDIA's free physics engine) and a networking system (basic networking and MMORPG type networking- at least a server for people to connect to and sync with each other)
Taking a look at the demo's, some things I could pull out that I need are .X model loading (+skeleton animation), loading levels(which I was going to use .X models, but am still open to others), FPS mouse movement, and probably loads of other things, since it is a fully working 3d engine.
Basically my final idea look pretty simple :-D But I have to start somewhere... And I want to learn how to create my own engine from scratch before starting to make games, since in the future even if I don't have to make my own, I might have to modify existing ones to add more features/updates features.
My engine right now has full keyboard movement, basic rendering, and texture loading (based on the SDL_IMAGE library).
Thing to do next are to get the model .X loading working and displaying, and FPS-style movement. From there I can start focusing more on what I need- a physics system (can start from scratch or start with NVIDIA's free physics engine) and a networking system (basic networking and MMORPG type networking- at least a server for people to connect to and sync with each other)
Sunday, December 28, 2008
Working on game engine
I've been pretty busy with the holidays and work, but I'm still working on creating a game engine. I've got my set of books to go off of, and have their code compiling correctly, so the next step is to base my structure of off theirs, and add what I find important.
Since rendering is going to be the first step to see visually how things are working, that is my first step. I am going to change the basic advanced 2d engine to work with openGL and add the supporting functions to create and render boxes. Next I want to implement mouse+keyboard control and a camera system. From there, a terrain system based on the 3d RTS game book.
Summary:
*Create basic engine structure supporting openGL
*Create box structure and render to screen
*Create input structure for mouse and keyboard (WASD + mouse look)
*create camera Structure
*Create terrain structure
Since rendering is going to be the first step to see visually how things are working, that is my first step. I am going to change the basic advanced 2d engine to work with openGL and add the supporting functions to create and render boxes. Next I want to implement mouse+keyboard control and a camera system. From there, a terrain system based on the 3d RTS game book.
Summary:
*Create basic engine structure supporting openGL
*Create box structure and render to screen
*Create input structure for mouse and keyboard (WASD + mouse look)
*create camera Structure
*Create terrain structure
Tuesday, December 16, 2008
Welcome to my website
Hi, welcome to my site!
This is my new site to document my progress with programming. Check out my portfolio and my games section. I will update this fairly often with just random thoughts as I go.
I have a finished asteroids like game on my games page- check it out and post what you think about it in the forums! Ask questions there, comments, or anything random!
This is my new site to document my progress with programming. Check out my portfolio and my games section. I will update this fairly often with just random thoughts as I go.
I have a finished asteroids like game on my games page- check it out and post what you think about it in the forums! Ask questions there, comments, or anything random!
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