IfThen Software

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Journals our progress on current projects
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169 entries
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VBStrider
May 12, 2011
Radeon X1000 actually NOT SM3.0 compliant?!
Today I worked on skinning. Skinning is the term used for 3D bone-based animation, and comes from the idea of putting "skin" on the bones.

My initial plan for skinning was to store all of the joint matrices for each model instance in one big texture. The advantage to this is that I can fit a lot m…
973 views
VBStrider
May 11, 2011
RH to LH, texture coord oddities, and instancing
MS3D model geometry is now loaded correctly. One problem I did encounter was that the models are stored in a right-handed coordinate system, but the game uses a left-handed coordinate system. This means that the x coordinate is pointing in the wrong direction, basically. I initially tried to…
791 views
VBStrider
May 10, 2011
Started loading models. Matrices and shaders.
We use Milkshape3D for modeling, so it makes sense to support loading .ms3d model files. I implemented basic loading code this morning, but it needs a lot of work. In its current state, it will only load a single triangle out of the model, and materials and animation are not taken into accoun…
730 views
VBStrider
May 09, 2011
Anti-cheat shader works
I finally have the anti-cheat shader working! These are the results (you may need to increase your monitor's brightness to see the difference, as this is what the shader is designed to combat):


The first screenshot is the original, the second is the corrected version.

Ironically, I kind of cheated…
854 views
VBStrider
May 08, 2011
Trouble trying to create banding, and an IDE for shaders
I spent most of the day trying to get the anti-cheating shader to work. I still don't have it working quite right, but it's getting closer. The idea is to create worse and worse banding the darker something is, thus blurring any details. I am able to create banding just fine, but making it v…
638 views
VBStrider
May 07, 2011
HLSL and a cool Direct3D debugging tool
I worked on the rendering system today. Because of the way I handle errors, there is a class for the D3D object, the device, vertex declarations, vertex buffers, vertex shaders, and pixel shaders. This is a little inconvenient, as the following code shows:

m_renderer->GetDevice()->BeginSc…
948 views
VBStrider
May 06, 2011
Smart pointers and error handling
Today I worked on the systems. Like I mentioned in yesterday's blog post, I have decided to take a reference counting approach to this problem. My original thought was to create and destroy the systems from within the application layer, and share these with the game states. With the new desi…
724 views
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VBStrider
May 05, 2011
Cellular automaton, raw image data, and game states
[size="3"] Cellular Automaton

I learned a new term this morning: "Cellular Automaton". It's basically a grid where something can be in each grid cell and the state of that something depends on certain rules about the surrounding grid cells (its neighborhood).

An example of cellular automaton be…
717 views
VBStrider
May 04, 2011
The layers of the framework for a game
Getting back into coding after a few weeks leave was a bit rough, but I managed to get the windowing and some basic game state code in place.

My plan is to split the code up into the following layers: Main, App, Systems, and Game State.

The main layer is pretty much just WinMain(). It handles the c…
490 views
VBStrider
May 03, 2011
Learning HLSL, and D3DX updates too often
If you want to learn HLSL, I highly recommend ShaderX2: Intro & Tutorials, specifically the article "Introduction to the DirectX High Level Shading Language". The book, along with a couple of the other ShaderX books, has been made available for free over at http://tog.acm.org/resources/shad…
1,268 views
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