while doin some code cleaning up with no special update. my bro (chris) as a 2d/3d artist tried to mod my game engine just for fun... check this out. =)
Tuesday, June 27, 2006
Saturday, June 24, 2006
game engine: orthographic ray picking
presenting orthographic or my 2d panel including my mouse pointer with ray picking or object selection. this topic is included in the book as well but not in details as i expected... gamedev.net has all the stuffs!
in this screenshot i'm using controls and camera somehow similar to WC3's DOTA :D
ciao,
in this screenshot i'm using controls and camera somehow similar to WC3's DOTA :D
ciao,
Labels:
Game Development,
Projects
Monday, June 19, 2006
game engine: nodetree/frustum technique and simple fog
not the best algorithm or implementation on the code but somehow it works for me. as for fog, clearly i'm suck at playing with the settings. anyway here is the screenshot.
i'm using octree optimization. i'm planning to try ray tracing / object selection using mouse coordinates but i need to use more time on nodetree technique until i'm comfortable with it.
if you're curious what guide am i using on creating this engine... jim adam's programming rpg game 2nd ed! try this one if you're a total newb on directx like me. this book actually got some bad reviews on non-working codes? i feel bad for them... for crying out loud *it's in the book, not in the source!*.
cheers =D
i'm using octree optimization. i'm planning to try ray tracing / object selection using mouse coordinates but i need to use more time on nodetree technique until i'm comfortable with it.
if you're curious what guide am i using on creating this engine... jim adam's programming rpg game 2nd ed! try this one if you're a total newb on directx like me. this book actually got some bad reviews on non-working codes? i feel bad for them... for crying out loud *it's in the book, not in the source!*.
cheers =D
Labels:
Game Development,
Projects
Friday, June 16, 2006
game engine: bumpmap removed.
one way to make my codes clean is to remove dot3 bumpmap for a while. i'll try to put back in next time when i'm in my advance topic in d3d. right now i'm focusing on frustum, noding / partition... and my work of course ;-)
screenshot next time!
screenshot next time!
Labels:
Game Development,
Projects
Wednesday, June 14, 2006
game engine: object attachment
while fixing my code i end up looking at jim adam's code from his book (programming rpg game) about attaching objects. but the part of his code on attaching billboard doesn't face to the screen properly. which i figure out that the code still include x and y rotation this is i think we only need z rotation if necessary. anyway my screenshot!
attaching sword mesh or billboard particle on object now working =) more ideas came up to me while doin this like putting an armor / suit, or charging effect like from dragon ball etc.. cool huh!
next target: code fixes & viewing frustum!
attaching sword mesh or billboard particle on object now working =) more ideas came up to me while doin this like putting an armor / suit, or charging effect like from dragon ball etc.. cool huh!
next target: code fixes & viewing frustum!
Labels:
Game Development,
Projects
Tuesday, June 13, 2006
quake tournament timeline
as a quake player (q1/q2/q3) and a verry big fan of id games, i find this site very w1ck3d! here!
actually this is one of my favorite demo in quake2 where Thresh insanely ruled the map. i still have it in my computer.
Date: October 15th, 1998
Location: Ministry of Sound. London, England
Notes: Through an online qualifier, a series of ffa rounds, and a final 1 v 1 round vs. Leper in the U.K., Billox won (along with some other things) the opportunity to play the American Quake legend, Thresh. Thresh won 56 to -1.
Duel Results:
1. Dennis 'LGD-Thresh' Fong (Berkely, Cali)
2. James 'Billox' Page (U.K.): prize = a flight to New York plus a hotel room and a ticket to watch the AMD-PGL finals.
actually this is one of my favorite demo in quake2 where Thresh insanely ruled the map. i still have it in my computer.
Date: October 15th, 1998
Location: Ministry of Sound. London, England
Notes: Through an online qualifier, a series of ffa rounds, and a final 1 v 1 round vs. Leper in the U.K., Billox won (along with some other things) the opportunity to play the American Quake legend, Thresh. Thresh won 56 to -1.
Duel Results:
1. Dennis 'LGD-Thresh' Fong (Berkely, Cali)
2. James 'Billox' Page (U.K.): prize = a flight to New York plus a hotel room and a ticket to watch the AMD-PGL finals.
Labels:
Personal
Monday, June 12, 2006
game engine: key framing animation
animation finally! this is just a first attempt so i might find some bugs in the future.
check this out, idle and walk animation screenshot.
check this out, idle and walk animation screenshot.
Labels:
Game Development,
Projects
Saturday, June 10, 2006
game engine: terrain
hhehe nope it's not generated from the engine itself. check this out http://www.ungsoft.com/vtm/. program generates terrain for you easily, can save it to .x file and just load it as static mesh. it's really exiting, i hope this is goin somewhere :)
a friend of mine told me that 3ds or even maya has terrain generator... too bad of me i never tried any of those.
Labels:
Game Development,
Projects
Tuesday, June 06, 2006
game engine: direct3d fullscreen bug
this issue is about D3DERR_DEVICENOTRESET when use alt-tab while in fullscreen. i already managed to fix this bug anyway. for almost 2 days or bug fixin i also managed to redesign some of my codes. totally worth finding this bug.
cheers
cheers
Labels:
Game Development,
Projects
Sunday, June 04, 2006
Cont. (presenting my game engine)
Labels:
Game Development,
Projects
presenting my game engine
not a game engine 'yet' hehehe
load/rendering xfile model sample code snippets from my engine..
Video::IXFile* m_xFile;
...
m_xFile = _graphics->GetXFileFromFile( _T("models\\junbox.x"), Video::IXFile::TYPE_STATIC, true);
...
_graphics->SetTransformWorld( m_worldPos );
_graphics->DrawXFile(m_xFile);
...
m_xFile->Drop();
easy huh?!... anyway here are some of the screenshots from my game engine. this is what i've been doin most of the time.
features: .x model loader, combining matrix / attaching 1 object from another.
features: billboard/particle (source of light), camera free look.
features: dot3 bump mapping
normal texturing
bump map enabled
if you ask what is bumpmap. it's just an illusion of bumps in surface or flat surface for 3d object. this bumpmap thing features on Doom3 game, now even oblivion has it! it takes me plenty of time adding this feature in my code and i'm not even start planning to animate models hahahahah! yep my next project ANIMATION!
ciao!
load/rendering xfile model sample code snippets from my engine..
Video::IXFile* m_xFile;
...
m_xFile = _graphics->GetXFileFromFile( _T("models\\junbox.x"), Video::IXFile::TYPE_STATIC, true);
...
_graphics->SetTransformWorld( m_worldPos );
_graphics->DrawXFile(m_xFile);
...
m_xFile->Drop();
easy huh?!... anyway here are some of the screenshots from my game engine. this is what i've been doin most of the time.
features: .x model loader, combining matrix / attaching 1 object from another.
features: billboard/particle (source of light), camera free look.
features: dot3 bump mapping
normal texturing
bump map enabled
if you ask what is bumpmap. it's just an illusion of bumps in surface or flat surface for 3d object. this bumpmap thing features on Doom3 game, now even oblivion has it! it takes me plenty of time adding this feature in my code and i'm not even start planning to animate models hahahahah! yep my next project ANIMATION!
ciao!
Labels:
Game Development,
Projects
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