Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
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Aardvajk
September 06, 2019
Hey

Hey

Wow. Been a while. Must be years since I last updated this. So I'm still alive and I'm working on a toy version of LLVM purely for my own amusement.

Pv is a virtual machine executable that executes a fairly small virtual instruction set:

enum class Reg : std::uint8_t
{
    Pc,
    Bp,
    Sp,…
3,542 views
Aardvajk
March 30, 2017
Further developments

Been working hard on Om and added a few new features.

Figured out a way to have implicit [font='courier new']this[/font] in functions, as long as they are defined inside the object of which they are methods. Name lookup rules similar to C++, so a parameter or a local variable is considered first, th…

2,255 views
Aardvajk
March 26, 2017
Implementing Properties

I seem to have become obsessed with Om, my scripting language, again and have done nothing whatsoever on my game since last entry, just been busy with Om. I justify this on the basis that a) I'll need a scripting language for my game and b) this is hobby stuff so I can do whatever the hell I like :…

3,931 views
Aardvajk
March 21, 2017
Optimising my scripting language

Decided I needed a break from graphics programming so decided to revisit Om, my scripting language. For those who didn't read the entries about this a few months ago, I came heavily unstuck in my last iteration of this project, since I had decided to implement deterministic destruction in a dynamic…

3,178 views
Aardvajk
March 15, 2017
QtScripting madness

tl;dr: health much improved, wrapped [font='courier new']QtScript[/font] in a command line application with a DLL plugin system.

When I was messing around getting normal mapping working recently, I decided to use the alpha channel of the normal map as a specular value to allow for per-pixel specular…

2,630 views
Aardvajk
March 13, 2017
Various

tl:dr; collapsed in the street, spend a night in hospital. Transparent rendering works. Character controller works. Animation works. Have a first person arm-rig sort of working.

I'll start with a personal note - collapsed in the street last Wednesday and discovered I couldn't get up. A couple of ver…

2,726 views
Aardvajk
March 02, 2017
Progress Update

tl;dr: My level editor lets you assign a texture and/or normal map to each face of the level geometry and the game dynamically generates pixel shaders to support the required combinations.

Progress Report:

I've updated the level editor…

2,771 views
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Aardvajk
February 25, 2017
Multiple Lights and Shadows - Video and Code Walkthrough

So finally a video showing the multiple lights and shadows in motion. It's a lot smoother here, maintaining 60 fps effo…

4,471 views
Aardvajk
February 24, 2017
Light and Shadow Musing - Call for opinions/experience please

This is more of a design ramble than a technical issue that I have today. I was hoping to take the approach of having multiple point lights in my game levels, but just use a single shadow caster, but as you can see from the screenshot, this creates some weird situations where a shadow can be cast d…

3,192 views
Aardvajk
February 22, 2017
Some progress (added new vid)

Making some decent progress on the game over the last few days.

First up, I implemented a billboard-based particle system, used for the torch effect in the video above. It uses the following sprite atlas that I stole from the internet somewhere and generates a dynamic vertex buffer each frame. Sin…

2,803 views
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