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speciesUnknown

speciesUnknown's Blog

Member since Oct 2006

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Everything burns eventually

Everything burns eventually

I've made some progress since my last blag post. Here is a recent screen shot: I've done a few thigns;1) I've put vehicles back in. I took them out...

· 2.1k · 1
Lights from a render list

Lights from a render list

Made some structural changes today to prepare my newly created lighting system for use with the scene.I've got my system gathering spotlights from a...

· 2k
Multiple passes, deferred lighting

Multiple passes, deferred lighting

I've now set up my multiple pass system, using g-buffers for lighting, this means I can render the first pass as a single quad, then use the...

· 2k
g-buffers and ambient pass

g-buffers and ambient pass

I wasnt going to go with full blown deferred rendering, so only my lighting pass will be defferred. That is, the first pass (ambient light, sun light...

· 1.9k
Spot lights and stuff

Spot lights and stuff

Today I expanded my shaders / architecture to support more than 1 light per render pass. Its my plan to implement a multipass, forward renderer with...

· 1.8k
Starting again

Starting again

Its been a while since I last made a journal post (over a year I think) mainly because development slowed considerably; also, ive been working on...

· 1.9k
Change of plans

Change of plans

Change in plansWell, after 3 weeks of working on work for uni, and making one of those rediculously long job applications, I've not done anything...

· 1.9k
Factory pattern and such

Factory pattern and such

So, did a few things of interest today:wrote a system for loading keymappings from file. The number of config files my game will use is rapidly...

· 1.7k · 4
Progress since November...

Progress since November...

I've been ignoring my game project of late due to christmas and assignments, however I have made some progress. I've finished the resource loading...

· 1.6k · 1
Untitled

Untitled

Well, its a common fact that your prediction for how long something will take is usually far too short. I've started the resource management system,...

· 1.4k
Zombie safety

Zombie safety

Todays progress: I didnt do anything I planned today because I was too busy with Uni work. This is likely to happen alot. Instead I've done the...

· 1.2k · 2
I'm Back!

I'm Back!

Its been a while since my last journal entry, since I haven't been working on my project for a while. I didnt have any internet access for nearly a...

· 1.2k
Everything is faster now!

Everything is faster now!

New results are in! I decided not to write the header for the new file format today. Instead, I have been removing debug code from my various...

· 1.3k
Success with VBOs

Success with VBOs

SUCCESS!So, it turns out that VBO's are very fast indeed. Keeping arrays of vertices on the GPU side means very little increase in rendering time...

· 1.2k
Good days progress.

Good days progress.

SUCCESS!So, it turns out that VBO's are very fast indeed. Keeping arrays of vertices on the GPU side means very little increase in rendering time...

· 1.2k
Apparrently I have readers :-)

Apparrently I have readers :-)

I didnt realise I had regular readers. Ill make a point of updating my progress every day rather than when I feel like it. Thanks alot!I've been...

· 1.3k
Is there anybody out there?

Is there anybody out there?

I had abandoned the journal thinking that nobody read it; only 5 kind souls left comments and 2 of them were from the same person. Well, I've made...

· 1.1k · 5
Time lapse detected

Time lapse detected

Sorry, I didnt update the blag yesterday. I had a nasty bug in my AC3D file loader and was awake until the small hours of the afternoon (GMT)...

· 1.1k
Day 5:

Day 5:

Yesterdays objective: MetI was able to find the correct configuration of triangle translation, and here we have a screenshot of a mesh that was...

· 1.2k