Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
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Aardvajk
August 23, 2015
Character Controller progress


Some good progress this morning. The player capsule (red) now correctly glides and slides around the environment, no longer penetrating either the static or dynamic shapes, and we have the floor ray cast set up and working to detect …
1,681 views
Aardvajk
August 22, 2015
Grappling with Bullet Physics



Well, Bullet Physics turns out to be, um, quirky, to say the least. Not that I'm complaining, its amazingly well written and stable and very easy to get it set up to do the basic convex shapes rolling around a level, but…

3,244 views
Aardvajk
August 16, 2015
(Yet Another) New Project
I've decided to scrap the first person game and start again. Just don't seem to find writing a first person game as much fun as a third person platformer for some reason. Something to do with getting not much graphical pay-off from pouring all the effort into the player character I think.

Read more in Journal of Aardvajk
1,381 views
Aardvajk
August 02, 2015
Home made arms
So the problem with those wonderful detailed arms from MakeHuman is that they are impossible to rig using Charm, since it is designed as a low-polygon editor and hasn't (yet) got any support for fancy weight painting. Gave up and made a set of my own deliberately basic arms, so I can at least start…
1,288 views
Aardvajk
July 28, 2015
Wavefront OBJ imports


Just a quick post to say that, as I'm completely fed up with trying to make a model of a hand myself, I've finally gotten around to adding an OBJ importer to Charm so I can chop bits off a MakeHuman model instead

I used this excelle…
1,244 views
Aardvajk
July 24, 2015
Grapple Game - progress update


Making some progress on the grappling game, as this poor quality video hopefully shows. You can run around, jump and use the grapple to pull yourself to any point in the level.



Excuse the disembodied arms. Just checking my skeletal …
2,093 views
Aardvajk
July 05, 2015
Cube Shadow Mapping


Managed to get cube shadow mapping working today. I'm not completely happy with the result but it was certainly easy enough to set up in the end, once I figured my way around the inevitable issues and artifacts. I'm using a 1024x1024…
2,541 views
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Aardvajk
July 03, 2015
New Project


Just a quick entry to say that the scripting engine is on hold while I start a new game project. Just been playing around getting normal mapping and specular lighting working with a single omnidirectional point light.

The basic idea i…
1,388 views
Aardvajk
May 31, 2015
Om rewrite #4
Quick post from phone.

Have decided to restart Om from scratch again. Too much unexpected things have made the current implementation feel icky. Mainly the running of object destructors but sure there are other things too.

Issues to consider from day one on this iteration are:

* decrementing a referen…
1,313 views
Aardvajk
May 29, 2015
Destructor Access to Execution Context
Destructor Access to Execution Context

Having got [font='courier new']this[/font] working in destructors as per the last entry, the next challenge I decided to get into was making it possible to access values in the surrounding execution context from within the destructor body. Sounds simple, huh? H…
1,232 views
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