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Dev Blog

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Bugs and breakthroughs
- 05/04/2010 -

This week ive been primarily focusing on my 3d work and ive gotten some pretty cool stuff done! Im proud of my work even if nobody else is, and ive so far gotten my 3d bezier patches working, along with the mesh tesselation of the patch.
This also required the creation of a mesh object class, holding a list of vertices, indices, normals and such, making it that bit easier to construct and render 3d meshes.

I've also added raw input device handling to both my openGL and D3D projects, so now they've got FPS style controls, something I'm hoping to use in some clips i'll be making and uploading here soon.

I've downloaded the android sdk last night, which took a while to set up, and I'm hoping to have a little play around with it, just for the sake of it I suppose! It's just cool trying out new technology, and as long as I can pick up java pretty quickly it should be loads of fun. More on that later, thats only really for when I'm feeling so totally bored and i've got time to spare, which I'm rapidly running out of.

Bye for now!

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New Assessments
- 22/03/2010 -

I've recently been working hard on my university assessments, all of which I've received now! I'll put up pages for all the projects over the next hour so progress can be updated there!

The first addition will be my Tools Programming assessment, in which I have to create a level editor for a clone of Gauntlet written by my tutor. The editor involves loading/editing sprites, editing and creating tile layouts, and saving/loading to and from XML files.
I'm currently writing the software in Visual C# rather than using MFC due to the simplicity, and having a little previous experience with VB/VC#.

Second is my AI assessment, in which we (as a group of 4) have to design a series of rooms/areas that an AI 'agent' can interact with. We define the world, and then give it commands to perform in this world. This is written using Lisp, a language I have grown to dislike very much.

Lastly is my 3D Graphics Programming assessment, which I talked about briefly in my last post.

Now for the uploading!!!

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Under the Weather
- 01/03/2010 -

I finally found out what my assessment for 3D Graphics Programming is, so I'll be able to work on that now, as well as my current project, so that'll be put up shortly once I get something substantial together. The assessment involves the creation of a 3D world with models and bezier surfaces and such. Should be fun!

I'm currently backing up everything on my computer because Windows has decided that it's going to stop working in 6 hours, unless I reinstall Windows, so either way it looks like i'm gonna get no work done tomorrow because i'll be reinstalling everything ever on my computer. HUZZAH!!!

I'm also feeling really ill at the moment, and my bed's looking very appealing, especially as I got little sleep last night. I had to leave my computer on over-night to try to get Windows 7 to download from MSDN Academic Alliance but it's completely messing up and slows to a crawl after around 25%. I mean seriously, whats going on? It's only a few GB and it takes all night to get to 50% on a 20mb connection and then says that there's errors!

Right I'm off to attempt to sort out my life!

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More updates required
- 26/02/2010 -

It's been too long since the last update and updates have been too scarce, so I'm going to keep updating often now, especially as work's catching up with me, and more modules need doing. There's going to be more projects on the projects page soon, as more module assessments are released in the coming weeks, and I'm also about to update my 2D Game Demo page with not only source code, but the level editor as well (literally in the next few mins).

In other news I've had slow progress with the 3D Game Demo as bugs keep cropping up and memory leaks need fixing, or something else happens that means progress can't really be made in terms of the game, it's just code changes. I'm also going to be installing visual studio on my girlfriends computer so I can do work at her place, and while that may sound incredibly sad, I love spending time with her and it's nice being with her when I'm programming (plus she goes to bed early and I can program through the night hehe). I should be getting a lot more work done soon.

Out for now!

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3D Game Demo content addition
- 12/02/2010 -

I'm currently in the process of uploading some more content for the 3D Game Demo such as milestone documentation, a youtube video, and some screenshots. Progress has been good, with the design of around 10 new milestones to keep me better on track, with generally each component taking up a milestone and move advanced features in their own milestones.

In other news I've chosen my final year modules, with help and advice from my course tutor, and as well as the standard modules I'll be learning Procedural Visual Effects (including particle systems), and Multiplayer Games Programming (well, you can guess). The only problem with module choosing is that the students in the year below have had the course re-structured with different modules, which may prove awkward if I manage to get an internship next year. Still, the modules issues are irrelevant if I DO get an internship haha!

Anyway, to the uploading!!!

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Major Updates coming soon...
- 06/02/2010 -

Having been a bit scarce on the posts recently I feel that I should give a full update on the progress of my 3D game demo. I can't do this until tomorrow, since its now 4am and Im writing this on my phone! So tomorrow I'll update the project page and in the next few days I shall have a little demo for anyone to play around with.

The project itself is coming along nicely and I feel that Ive made considerable progress over the last 3 weeks. Having never before programmed 3D using c++, Win32, or Direct3D, Ive currently implemented a basic D3D system, a physics system using bullet physics, input for keyboard and x360 controllers, a world model with entities and a console. All are to a basic level yet are operable, and work with each other well. Anyway, more on that tomorrow, good night!

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New phone and other stuff
- 31/01/2010 -

I recently got a call from my phone service provider about changing my phone contract, sounded a bit dodgey but they didn't take any details so I went ahead with it and the next day a brand new HTC G2 phone arrives in the post! Im dead chuffed with it, especially as im posting this through my phone and it allows me better access to my e-mails, so its never been a better time to send me one. Its phil@tornupgaming.com for those that do!

In other news Im upgrading my games core functionality to allow easier and less painful development with added error handling , and an application layer that handles windows and directx specific stuff.

Im also compiling a list of debugging problems ive come across that have had me stumped for ages yet were simple to fix, so that anyone who happens across it may learn from my mistakes if they haven't already. Apart from that, little else to report, so Im logging off for the night!

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Quite The Progression
- 29/01/2010 -

Since the end of my last project I've been almost solely concentrating on my new 3D project which is part of my Game Software Development 2 module. This is really the reason less updates have been coming through on the website, although I have been playing around with the colour scheme and logo recently, as you can see.

I've made so much progress with my 3D work so far. I spent around a week learning how to program using DirectX (Direct3D, DirectInput and XInput), and this week I've been working on collisions, which has resulted in me implementing a physics SDK! I'd heard good things about the Bullet Physics SDK but I was reccommended Newton Dynamics by a very talent friend of mine, and so I've been implementing that. However after about 3-4 days of solid attempts I can't for the life of me get Newton to work properly, the systems all set up but doesn't want to do any physics.

So while I've learnt loads from it, I'm going to gut out Newton and replace it with my original choice of Bullet.

I'll be updating the project page shortly with the new stuff from this project. Until then I'm off to begin purging my project of Newton (nothing against it!).

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The Celebrations Are Over
- 17/01/2010 -

It's been too long since the last update, but I had to work extra hard before the deadline, and I had to chill out and celebrate after the deadline. I was really tired on the friday, no surprise there though, I was testing the game all night to find and fix as many bugs as possible before the final release that day, NOT FUN!

So the game was submitted and I could relax, take a day out, go out with my girlfriend, watch a movie and take her out to dinner (which turned out to be quite expensive). So now I'm all relaxed, updating the website, uploading a video of the game to youtube and about to start on my other modules.

I've gotten sloppy and have allowed my other modules to fall behind because of the deadline, so I'm going to be working on my 3D Graphics, AI and Algorithms and Data structures over the next week, although with a bit of added Game Software Dev 2 to break it up.

I'm really looking forward to GS2 since we're using pure D3D and creating a full 3D Game Demo. I'm so excited I can't think of what to make, I've got so many ideas!!!

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It lives!
- 12/01/2010 -

A lot of fretting later and I've fixed the release mode error I've been having, for some reason my project was not a Win32 project but a Win32 console project! I could have sworn it WAS a Win32 project, but alas, at least the problem is now solved!

I also like the increased speed release mode gives, I'm now getting approx 3x the frame rate than in debug mode. I've also optimised the input code (keyboard/X360 controller) so it's quite a number of times more efficient, and subsequently has increased the frame rate and stopped any performance drops occuring (quite often it would take around 10-15 seconds after loading the game for the frame rate to balance.

Now that I've got a stable build I can push for the final release and the deadline this friday, I've yet to sort out the user interface, giving the pots their respective animations when broken and create the maps. I've also got to write up the report which is 30% of the marks, and is only 1500 words which is clearly not enough! ;)

Still...plenty to do!

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Back at the flat
- 10/01/2010 -

I've arrived back at my flat at uni now and settled back into the routine just fine by working loads!

I've now almost finished the programming of the game, enemies are in, the player can die and there's menus for everything necessary. Warnings are down to their lowest ever at 0, and I've finally managed to get the function destructors to clean up the program after execution rather than relying on the player to exit the game 'nicely'. My main foe at the moment is release mode and its inevitable bugs/errors cropping up, and while annoying it does make sure you catch every bug possible before the final release/build.

Aside from that I've got plenty of work to do this week, refreshing on various course material such as openGL and LISP, as well as a few bits and pieces from my Algorithms and Data Structures module, and catching up with my housemates of course!

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Shouldn't be up too late...
- 09/01/2010 -

So it's 04:00 exactly as I write this, and I'm travelling back to uni at 6'ish so I'll be brief.

I've updated Link to use more recent sprites so he looks all nice and new, enemies are implemented behavior-wise, they need spriting up, of which I have the sprite-sheet already ripped but need to assign them all, etc.

That means the boss battle should be ready by tomorrow if things go to plan (which I doubt they will considering my housies back at the flat at uni haha). I've uploaded a new version of the game to test, just make sure latest directX is installed, which shows little improvement except link looking all snazzy. By sunday I'm hoping to have most of the demo complete.

NIGHT!!!

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Making Headway
- 05/01/2010 -

It's been a while since the last update, but I've got a good excuse, I've been making a lot of headway with the game, and an end is in sight for my final milestone! The bows been implemented, arrows can be shot, the bow requires you to open a chest using the big key, the big key is aquired by opening a minor chest, doors work either by unlocking them with keys or by stepping on switches, and the player can pick up pots and throw them about! These are all game-related additions rather than core programming/engine kinda stuff, but I've gotten to a stage where I can just add new stuff to the game itself without having to modify any of the underlying code. I've finally finished the engine!

...ish...

I've still got to create an AI component to ease the creation of new baddies, which is going to take a little while. However after this I've only got to sort out the menu/dying and create a boss (which is part of the AI anyway) and I'm pretty much done!

Oh yeah and I'm down to 5 memory leaks and 2 warnings (the warnings are stupid and shouldn't be happening, it's seriously annoying me!).

Right, back to work!

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Things Left to Do
- 03/01/2010 -

Time to start up again and get some of the final things left to do finished. I've got Pots/Pickups, keys/doors, arrows, chests, player death/menu and the creation of an AI component to do before pottering around adding polish to the game. I'm really hoping I can get most of these done today, since that means I can concentrate on optimising the code and having a bit of fun creating some levels for the game.

Oh and I've got 40 warnings and 37 memory leaks to fix so far!

Also just about everyone wants me to change the Torn Up Gaming logo to something better, and replace that image next to it, so that will be taken care of in the next few days :P

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Minor Game Update
- 03/01/2010 -

A quick update - I've now got fading in/out when teleporting between maps, and the main sprite draw function has a 'face percentage' value to adjust the colour to fade out. For example I can now set the graphics component to display sprites at 50% colour. It's now 01:30 and I'm gonna do a little bit more before going to sleep...

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Taking a Little Break
- 02/01/2010 -

I'm now getting back into work after a few days off celebrating the new year with my girlfriend! I started back up today by adding 'teleports' to my game (essentially a way of getting from map A to map B). I've added functionality that purges all tiles and entities currently in the world by simply popping entities off the vector array.

After completing this I ripped a tileset from the first dungeon in Zelda LTTP, and I've done pretty well methinks. I've got a workable tileset and I've created a small map using it (the first room from the dungeon).

I'm taking a little break right now to update a bit of the website, since I've been going since about 13:30, (it's now 21:00). There's been a few minor changes, added stuff to the 2D Game page, and added a link to the website of my other team members from Station 13.

As for now I'm going to add background scrolling to the game to allow bigger maps, and then really start creating the game!

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Working Hard
- 28/12/2009 -

I've been working for hours and hours now, and while sometimes it really does feel like nothings happening, when you finish what you were doing, everything feels much better and easier to work with.


I've been trying to update the level load proceedure in my game with very little luck and many errors and bugs, but while crude and exactly the same as before (just too many bugs in my updated version), I've moved the code to the world component and added Load/Purge() functions so that the player can 'teleport' to different areas (e.g. move through a door to the next room).

Xbox 360 controller support has now been added, which is a nice update. Aside from that I've been commenting a lot of the files so everything makes perfect sense (as opposed to the previous "almost perfect sense").

More updates coming soon...


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Game Updates
- 26/12/2009 -

Today I've added explosions to the game! This doesn't just include explosions that hurt, it also allows me to create a puff of smoke when enemies die, or a flurry of grass when you cut it down. At the same time I've added functionality to spawn loot (hearts/rupees/etc) when an explosion takes place. As for christmas I've got a spanky new sound system for the computer so the game sounds even better when I'm playing it and my music sounds better when I'm developing the game. I'll check back soon for more updates.

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Minor website updates
- 22/12/2009 -

So far today I've created a new logo up the top there, did it from scratch and I think it looks pretty cool! I've added a tiny bit of info to the 2D game but not much as I really need to actually work on it rather than this website! The projects page is now more efficient, I've effectively cut the amount of data storage and transfer, and the time it takes to update it in half, and really that's about it!


Now I'm off to develop some more of my game. I'm planning to have XML loading/saving done by the end of the day, but we'll see how it goes, I might be able to get that and more done today!
On the list is sliding collision, various editor updates and a user interface, so I'll be busy for the next few days!


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Updates to the Website
- 22/12/2009 -

Over the last few hours I've learnt how to use PHP/MySQL and have constructed a new website to hold my portfolio. I need to update the help and about me sections as well as the projects I'm working on, however I feel that I've done a good job so far, and as it's getting late (00:05) I will stop for today and rest, chillax with a good book and catch up on some sleep, ciao!

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New Changes for a New Website
- 21/12/2009 -

Today I've created a php news system which allows me to talk via posts on the website, how cool is that?
As of now the home page has been modified so that the news and updates columns feed directly from a mySQL database allowing me an easier method of updating the website!
I've also altered all the links so they better reflect the layout of the website and I've sorted a few graphical errors.
I've still yet to change images and such but that can wait for now!

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Welcome to the Dev Blog!
This is the dev blog, where I write down all the changes and development that fill my days. Posts here will be based on my work for university, my own work and general stuff I feel should be posted here.

General News
I'm currently working on my University project to create a 3D game. I can't tell you any more than this, because I honestly don't know what I'm going to do yet. At the moment I'm just concentrating on the implementation of an engine that's easy to work with and possibly something to take on and create more 3D games with.

 

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