Coding Paradroid

Monday, September 30, 2002
 
Retextured and rejigged the model one more time, it is now more compact with nicer textures. I would really like a brushed metal type effect for the craft but I can't seem to get the textures to do what I want. Got proper lighting to work in the engine, rather than the smeg that I had before - I still don't know why it looked so bad last time I tried. I also fixed a rather nasty bug that I had introduced by accidentally removing the line of code that frees the critical section in the input thread.

I am off for a holiday for two weeks shortly but when I get back I am going to start on the render to texture using the heightmap algorithms presented in Game Programming Gems 1. What a great book that is, full of fantastic ideas.


Tuesday, September 24, 2002
 
Got the model loading and rendering done, my model looked a bit crapola though so I spent some time creating new textures for it. Still not completely happy with it though.


Thursday, September 19, 2002
 
Lots of fun with models last night, or rather not. Looks like my model might be slightly smegged :)


Wednesday, September 18, 2002
 
I have added support for Milkshape 3d model loading and preliminary rendering to the engine.


Monday, September 16, 2002
 
I fixed the logos on the pages. For some reason neither paint shop pro 7 or photoshop 5 generated a png file with the same gamma level as the same imaged saved as a tga, so I have had to use an inferior format for the web images rather than spend all day getting it right. Luckily I have included support for tga files in the engine so I guess I might as well just use them for all textures now.


 
No much progress, I am still working on finalising the engine base. I have thought about controls and representing the craft in the world - more later.

Looks like the logo on this page might be a bit stuffed for some reason. I will have to check it later.


Sunday, September 15, 2002
 
I put a little research into loading a Milkshape object. It seems relatively straightforward so perhaps the engines resource loader will have 3D model abilities soon!


 
Lander is going to be bascially a 3D version of lunar lander using OpenGL with runtime-generated heightmaps and elements of scramble thrown in to give some gameplay. Initially I am writing it as a "'cause I can" project but eventually it might form the basis of a proper game.

While I am finishing the basic game engine (see "Coding Paradroid") I have designed a craft using Milkshape 3D for the player. I will post a screenshot later.





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