I'm about to mess with the robbie GUI we are using for the roboCup and i'm kinda afraid it could disable my teammates so i was thinking about using a branch.
I never did something like that so far but stumbled over a pretty useful tutorial.[1] And it isn't limited to branching on Mercurial. No it also comes with a good comparison and visualisation of your repository!
I at least think that i pushes me a bit forward in understanding mecurial!
[1 - A guide to branching in mercurial]
I am just about to restructure this blog. As i realized i won't be able to keep a development up without a tiny break here and there that grows into a bigger one. Now I will try to reanimate this with gathering a few topic together. Labels will mark the different topic and allow you to sort stuff i you need to. In it's core this will still be what it was! Coding and Graphics.
Tuesday, April 23, 2013
Thursday, April 4, 2013
Code diet
Source now a lot cleaner!
main.cpp lost at least 50% of it's source to other classes! The remaining code isn't run at all at the moment. So the main.cpp will be more then slim after i'm done with it.
It's just the start hook for the game.
Sadly still no fancy loading screen for you folks... i'm sorry. Need to do some graphics to work with first!
Also moved Call of the Sirens to bitbucket! 3 more coding projects i can assign to remaining... Let's hope for the best!
Arc.
main.cpp lost at least 50% of it's source to other classes! The remaining code isn't run at all at the moment. So the main.cpp will be more then slim after i'm done with it.
It's just the start hook for the game.
Sadly still no fancy loading screen for you folks... i'm sorry. Need to do some graphics to work with first!
Also moved Call of the Sirens to bitbucket! 3 more coding projects i can assign to remaining... Let's hope for the best!
Arc.
Wednesday, April 3, 2013
Bones of "I"
As i was thinking about the loading screens i realized that i would like my stuff to be a lot more organized.
Currently it is a lot of stuff shoved into the main method and i really need to clean it up! I'm going to create different modules that control the visual environment.
It's a good thing to finally empty the main method and to clean it up.
The most basic stuff now stand in the Game class that allows access to the global game timer, width and height of the current window, mouse position and so on.
Modules and/or Interfaces as they are called currently are more specific and actually load and manage data. A lot of stuff again one can't really see.
Just another random link for you about writing your own particle system: 4 - Particle Systems
Currently it is a lot of stuff shoved into the main method and i really need to clean it up! I'm going to create different modules that control the visual environment.
It's a good thing to finally empty the main method and to clean it up.
The most basic stuff now stand in the Game class that allows access to the global game timer, width and height of the current window, mouse position and so on.
Modules and/or Interfaces as they are called currently are more specific and actually load and manage data. A lot of stuff again one can't really see.
Just another random link for you about writing your own particle system: 4 - Particle Systems
Nice Flames - Scaled Sprites making up Strokes
Mmmhh this looks pretty interessting... It's a good, easy and nice idea.
Finally something i can work on without feeling bad stucking at my terrain.
Finally something i can work on without feeling bad stucking at my terrain.
Tuesday, April 2, 2013
Endless changing terrain code...
Terrain is chaning again. Seems like i will go with something like a quad tree to organize my terrain and use sprites to represent it that get tinyer to the edges of the terrain.
First version looks like this:
Good thing is that i can scale it up with easy... and i like the style itself a lot more. Hope this finally get me going on "I" again.
First version looks like this:
Good thing is that i can scale it up with easy... and i like the style itself a lot more. Hope this finally get me going on "I" again.
In power ranger morphing progress...
Some progress on the model... i'm trying to use mostly original sc2 texture. Somehow it seems the normal and specular is still applied wrong. I will have to do some further research and already existing models about the weight of the specular and normal map.
Current version looks like this. Legs, head and some spikes are yet to come but planed!
Current version looks like this. Legs, head and some spikes are yet to come but planed!
Monday, April 1, 2013
Terrain breaks my mind...
Worked more on the terrain and tryed out the idea with tossing every single pixel on the texture to the GPU as a vertex...
First i had moderate FPS of 160 but no color information on them, so i looked up how SFML organizes it's stuff and made my terrain class extend the Drawable one.
I used the included Vertex class to generate my Colored Vertices... but it failed horrible. FPS dropped down to barely 60!!!
So I'm back to the old generation system.
I don't know it's not going into the direction i want it to be. The graphic style is too different from my other content and next try will be to convert the binary image to a hexagonal map that draws terrain sprites.
...
That should at least push the terrain in the right graphic style and maybe save me some performance...
I will also need to use the x,y coordinates as randomseeds for the used sprite... I'm kinda too spoiled by the MC Random class. It's so easy to use and so simple to get a random number in a given range... I wish that would be availible for C++ by default!
First i had moderate FPS of 160 but no color information on them, so i looked up how SFML organizes it's stuff and made my terrain class extend the Drawable one.
I used the included Vertex class to generate my Colored Vertices... but it failed horrible. FPS dropped down to barely 60!!!
So I'm back to the old generation system.
I don't know it's not going into the direction i want it to be. The graphic style is too different from my other content and next try will be to convert the binary image to a hexagonal map that draws terrain sprites.
...
That should at least push the terrain in the right graphic style and maybe save me some performance...
I will also need to use the x,y coordinates as randomseeds for the used sprite... I'm kinda too spoiled by the MC Random class. It's so easy to use and so simple to get a random number in a given range... I wish that would be availible for C++ by default!
m3 Importer for blender
Wow! There seems to be finally a m3 importer for blender! And it even support ribbons!
Thats pretty great. So far i didn't found a model that broke at the reexport. Sadly i didn't got any good result in changing a model for export.
Also adding more animations didn't seem to work so far as i just overwrote the existing animations.... i just probably spend a little time on the tutorials... even while there is none that explains how to set up new ribbons!
At least this means i can finally create custom content for Starcraft 2 WoL. I still have a cerebrate model nearly ready but i didn't got it too look any well in Starcraft so far... also a defiler should be more useful. Beside i like those more.
And we still need a proper Hunter-Killer Hydralisk! It was even missing in HOTS... such a shame!
Thats pretty great. So far i didn't found a model that broke at the reexport. Sadly i didn't got any good result in changing a model for export.
Also adding more animations didn't seem to work so far as i just overwrote the existing animations.... i just probably spend a little time on the tutorials... even while there is none that explains how to set up new ribbons!
At least this means i can finally create custom content for Starcraft 2 WoL. I still have a cerebrate model nearly ready but i didn't got it too look any well in Starcraft so far... also a defiler should be more useful. Beside i like those more.
And we still need a proper Hunter-Killer Hydralisk! It was even missing in HOTS... such a shame!
![]() |
Quick start on a Defiler model |
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