We stumble at noonday as in the dark.

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We are in desolate places as dead men.
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18 entries
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jdaniel
July 09, 2006
Texture Hunting in the Middle East




I've been trying to build up a texture library in order to texture map my levels. I brought my digital camera to the park here in Knoxville, and took some shots of the grass, some rocks by the river, the sky. They were nice but I needed a little more variety.

So I logged onto expedia and bought tw…
2,287 views
jdaniel
May 21, 2006
Quad-Trees and Erratas
I finished coded and implementing the quad-tree data structure to handle my collision detection geometry. I figured that a quad-tree would do the trick because I see no reason to partition the geometry along the y axis. If my level geometry consists of several rooms above rooms, I don't think it …
1,197 views
jdaniel
May 15, 2006
Paul Nettle, Night of the Raven, and Adaptoids
In a recent entry I made some comments about Paul Nettle's collision detection article here on gamedev. You can find his article here:

General Collision Detection for Games Using Ellipsoids

I spent some time this weekend combing through my code to try to find my mistakes. I found them and fixed th…
1,272 views
jdaniel
May 09, 2006
Smooth key scrolling
I fixed the key repeat issue with my engine tonight. Before, I was relying on the operating system key repeat setting to implement movement. So when the player held down the 'W' key, for example, the engine would move forward a frame, pause, and then start smooth scrolling forward.

There were two …
1,313 views
jdaniel
April 22, 2006
Leveling Up
If the rules of life were really like the game Oblivion I would have woke up this morning and thought...

"So that's how you do it. What once was a struggle has now become second nature. Please distribute attribute points."

I will add +3 to my Collision Detection skill please.

I finally finished the…
1,438 views
jdaniel
March 17, 2006
collision and backgrounds
I have basic collision detection working now. I still need to make the routine recursive and add sliding. Geometry that can collide is now a derived zone class of the world object. Only zone geometry is considered for collision tests. Selectable items will be another derived class of the world …
1,289 views
jdaniel
March 11, 2006
Quake 3 running at 11,520x3072 resolution
Have you ever seen Quake 3 running at 11,520 x 3072 resolution? Well, here is your chance. It required 27 DLP projectors running at 1280x1024 each to do this:

http://members.gamedev.net/jdaniel/movies/quake3_11520x3072.mpg
1,151 views
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jdaniel
February 22, 2006
ray casting and printf
...fun with printf and the ray equation.


...

Ray origin (players current position): -24.394674 0.000000 8.963964
Normalized Ray vector (direction player wants to move): -0.750111 0.000000 0.661312
Point on plane (a point on this polygon): -105.251305 -131.641800 -105.308907
Normalized plane normal (nor…
1,168 views
jdaniel
February 20, 2006
Preliminary level...
It snowed here over the weekend, so I finally convinced myself to do some work on this project. I am about ready to code up the collision detection, and I need some level geometry in order to test.

Here is a quick pencil sketch I jotted out on graph paper. I ran the image through a filter after I …
1,154 views
jdaniel
January 28, 2006
silhouette detection and tool development
I've noticed silhouette detection being used more commonly in next generation titles. Perfect Dark Zero uses silhouette detection as a special ability of one of the guns. Here is an example (and yes, this was my camera aimed at the television :P)


PERFECT DARK ZERO - XBOX 360

What is of particular i…
1,847 views
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