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879389 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 12:16:35 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)What are you programming RIGHT NOW?
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Blobbs
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« Reply #750 on: November 02, 2011, 04:42:32 PM »

Been working on a little game engine lately..  Mostly C++.  Ignore the music in the video, I covered up people talking in the background Wink

http://www.youtube.com/watch?v=MO_7F3-nT8A

Progress so far: Using an entity-component pattern, have skeletal animation working, stencil shadow volumes working, memory pools for components, ehhh.. yeah... still have a lot of work ahead of me before any sort of game can be made with it.
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Vino
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« Reply #751 on: November 02, 2011, 07:19:52 PM »

What toolchain are you using? Did you roll your own format for models and animations? If not, what format did you use? How do you build the assets?
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Blobbs
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« Reply #752 on: November 02, 2011, 07:34:42 PM »

Toolchain? The Xcode/iOS toolchain is about it.  I use boost for a couple of things like smart pointers and boost::ptree, and GLM for linear algebra.  I'm using GLES 2.0 as my renderer of choice while building this, but ultimately the renderer is abstracted from the rest of the engine so it would be a matter of writing a new renderer if I wished to support a different version of OpenGL or DirectX or something.

The model is from Psionic 3D.  I'm not much of an artist so I'm going to have to rely mostly on my internet scrapings for now Wink  The format for the model/animation you see there is Milkshape 3D, though writing a loader for any particular format is fairly trivial.  Ultimately i'm going to have to support loader plugins.

Right now the engine isn't doing much beyond loading up the zombie model and creating a few components (render, skeleton, position) and assigning a default animation range.  The shadow volumes are computed when the model is loaded and I do my best to avoid triangles that are going to cause problems with the shadow volume (as you can see in the shadow, the tatters on the pants aren't extruded because they make the whole thing look very bad).
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Vino
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« Reply #753 on: November 02, 2011, 08:44:56 PM »

Neat. I ask because I might have to do that sort of thing and I'm trying to figure out what model format to use and by extension what tools I'll have to write, so I'm trying to get a sense of what others are doing.
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bateleur
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« Reply #754 on: November 03, 2011, 04:49:35 AM »

Debugging a curiously comical bug in King Machine's level saving which causes each fuel pod to turn into two fuel pods when the level is saved then reloaded.

I'll be a bit sad to see this bug go in some ways, it's made for some entertaining moments.
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ubik
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« Reply #755 on: November 03, 2011, 02:32:26 PM »

Working on a real-time action Roguelike.

I think people will like it.
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PompiPompi
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« Reply #756 on: November 03, 2011, 02:33:44 PM »

Started implementing the Audio module for Android. I think I will finish it tomorrow.
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sheft
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« Reply #757 on: November 03, 2011, 09:11:19 PM »

I'm working on a pixelly two-dimensional RPG of sorts. My roommate and I just set up a home network so we can access the same resources and work more efficiently on it.

I'm also coding a new blog from scratch: www.sheftlog.com

I just posted a quick tutorial on Continuous Action Memory. Any feedback is appreciated!
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Dacke
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« Reply #758 on: November 04, 2011, 04:25:02 AM »

I'm working on a pixelly two-dimensional RPG of sorts. My roommate and I just set up a home network so we can access the same resources and work more efficiently on it.

I'm also coding a new blog from scratch: www.sheftlog.com

I just posted a quick tutorial on Continuous Action Memory. Any feedback is appreciated!

Please, please pretty please use a shared revision control system. Beg

The easiest way to get that is probably by using git. There are good sites that give you what you need like https://github.com/ (cool and free for open repositories) or https://bitbucket.org/ (okay and free for private repositories).

I would actually recommend using git even when working alone. But when working together, it is both a must and a blessing.
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Glaiel-Gamer
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« Reply #759 on: November 04, 2011, 11:25:29 AM »

writing a command line tool to remove the white halos from photoshop-saved PNGs


edit: here we are
http://code.google.com/p/png-halo-remove/
« Last Edit: November 04, 2011, 06:33:26 PM by Glaiel-Gamer » Logged

@Alex@
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« Reply #760 on: December 05, 2011, 04:38:52 PM »

I'm currently coding a nice little way to generate rules for a certain drinking game since I've realised my circle of friends don't remember rules to well. A nice little iOS app to generate the cards and tell us the rule associated with the card seemed like a good idea. Already got the card generation down after running into a slight problem with it generating things like "The 0 of Spades". Turns out I was looking for an entry in my list that wasn't there anymore due to generating the random number based on the size of the list that of course is 1 more than the last entry's index.
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Ludophonic
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« Reply #761 on: December 05, 2011, 06:36:01 PM »

Working on my Maya exporter. Getting it to properly duplicate vertices with varying per-polygon data.
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_Madk
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« Reply #762 on: December 06, 2011, 04:26:22 AM »

code for displaying and otherwise handling a message log
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st33d
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« Reply #763 on: December 08, 2011, 02:19:50 PM »

Scenic animation effects of the Underworld: A black sky full of exploding stars above a black rolling sea on which Death rides his boat.
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Nix
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« Reply #764 on: December 12, 2011, 03:37:18 PM »

a deferred renderer in OpenGL
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