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-+Game engine update #3
528 days ago
This is a video I made using FRAPS of the game engine I've been working on. This is not actually my game, nor does it look like or have any resemblance to the game I'm developing - it's just a demonstration of the game engine. So far, highlights of the game engine supports: Double precision for all displacements/positions Normal mapping, ambient occlusion mapping (self shadowing) for objects Full range Quaternion camera control Real physics based objects (all objects are tied to a physics object for smooth, realistic motion) Octree/Frustum culling There's more, but I'll leave it at that as the demo doesn't show a lot of the other things.  I just wanted to update this blog that has been sitting here. In the meantime, almost 90% of my time is going into the server-side (scalable massively multiplayer) development.  In a few months time, I expect to have a very very primitive implementation of an alpha test client. Although the video appears grainy and jumpy at ...
-+March 09
624 days ago
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-+Game engine update #2: Asteroid Belt!
625 days ago
Well it's been a while since I've last updated my blog - and really have nothing interesting to report in my life (well, ok, maybe something soon :), but for now, these are some of the lastest pics of my game graphic engine.  Not really much new, except that I'm very close to completing a custom importer from 3DS Max to a custom model format that my game uses. Those using XNA may ask, why "Yet Another Custom Format" ? Well, I need the flexibility of using multiple vertex streams, the ability to reduce complexity of models that are far away, normal mapping importing with some advanced lighting as well... Anyway, here are a few pics of some asteroids that I created in 3DS Max and imported into my game - the importer creates the DDS files automatically and the C# code as well - all I need to do is copy/paste to Visual Studio 2008 and I'm all set.   2000 Polygon count asteroids:       100 Polygon count asteroids:     The first ...
-+Game engine progress...
648 days ago
Haven't made much progress lately, but I did manage to implement normal mapping and true specular lighting using the Phong shading model for specular highlighting.  This does not use the Phong-Blinn utilizing the half vector for faster calculations, it uses the more accurate Phong model. The Phong-Blinn makes assumptions that the viewer and light source are at infinite distances.  Getting in close to the cubes produced a far different specular image when I compared the two, and I wanted accuracy over getting a 3% performance improvement.  Besides, by the time I ever get something released, the GeForce 10000 will be out :) Currently, I'm working on creating simple GUI controls in XNA such as buttons, labels, etc. Hopefully will have something soon. This image depicts about 3000 cubes rotating around the 'center' of the scene.  Currently getting 62FPS in debug mode... in Release, it's coming to about 120FPS so far.  -Todd
-+64 Bit code really is faster than 32 bit. Really.
708 days ago
Ok, so I haven't updated my blog in a while, and I needed a topic.  So this is it. Now, granted, I *was* going to write about quaternions and their use in 3D graphics and how handy they are.  But I'm going to save that topic for another time because I'm looking at some old code using quaternions and frankly speaking I just don't know how the @!^&$ it worked before.  I mean it shouldn't... So, 64 bits.  There are a lot of myths about 64 bits.  So what are some of the advantages of using a 64-bit OS? Increased overall memory capacity.  Today's o perating s ystems (OSes) are limited to 4 gigabytes of physical RAM.  This is a processor limitation, not an OS limitation.  The reason we say '32-bits' or '64-bits' for OSes is the actual physical count of 'address' lines on the hardware address bus.  So, if you have 32 individual address lines, you can address up to 2^32 individual memory locations.  That comes out to: 4,294,967,296 bytes of memory, or 4 gigabytes (4GB). ...
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