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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, …
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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…
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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 :…
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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…
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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…
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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…
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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…
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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…