The Story Begins...

posted in NubDevice
Published November 01, 2019
Advertisement

scene_building_begin110119.jpg.d6e46d1e24498100b5bd18638d9b7a72.jpg

scene_building_begin110219.jpg.f45d279e59ad2d1fc334e56761f28562.jpg

Progress Image(191031 Working on door handling makes me remember UDK. 

 

Today I push my project to be a little more visible. 

https://github.com/MarkKughler/NubDevice

[dev.azure : NubDevice] project development board

 

 

Over time, I've glued together more than a handful of starter frameworks. This time I've changed it up a bit and tried for a bit of consistency from the start so new objects feel natural to use. This is working well for shaders, textures, input and the display. I'm actually happy with it as a start. 

High-lights that may be interesting:

  • start of custom gui (inspired by fpl::flatui)
  • updated stack based state management (menu[n]/play/pause) push in pop out (or maybe old school, first in, last out)
  • .dae loader (geometry and skinning info) (todo: keyframe)
  •  
  • currently broken TBN path :) 

Hope to finally do some interesting shader work this time around and feel better prepared for the next game challenge. :D 

source_release.jpg.e05ff53f4b9257d0f1f328416ed48b9b.jpg

 

I'm a fan of openAL. That parallel to openGL way is a good thing in my book. Start the device, fill a buffer, attach to a source. Bounce a listener around. It's good. As my interface, that's all I need. A buffer load and a source to play.  Fairly clean solution for home brew.  Since I don't see a need for the buffer because we don't alter it, I'm thinking of making that init a one liner, except form maybe a reload need. Play from id is great. 


   buffer_click = sound.add("buttonClick");
   source_click = sound.attach(buffer_click);

// and anywhere
   alSourcePlay(source_click); // sure why not :)

   The main character := reveal. :P nope...still not telling. I'll let you know when I do. heavy current inspiration is an first person arm mesh on the table. Still dreaming up what could go with it proper third person. Choices are fun. 

Previous Entry Back to Work
5 likes 0 comments

Comments

Rutin

??

October 29, 2019 12:07 AM
NubDevice

I really want to do this :) bad. lol. (boat load of great art over here now. Few decent modular packages ready for tweaking) enough character icons to put front and center...just 'gotta make that code sing. 

I know...should use a upper tier engine...it's just not the same kind of puzzle. 

October 29, 2019 12:44 AM
Rutin

Looking good! :) 

October 29, 2019 02:52 AM
dimi309

Nice! ?

October 29, 2019 07:36 AM
NubDevice

Ah, sweet... A ping from one of the ogl planet render dudes. NubDevice needs you :D hehe...badly...lol 

@Green_Baron Some time in the future, it would be cool to dig into your work. (planet rendering is ace) I'm still trying to logic out the transitions from outside into a dense object population, or perhaps better said, the illusions that fit the bill. Lot of magic passing trough the stratosphere. 

October 29, 2019 02:08 PM
Green_Baron

Oh, thanks ?

Not yet so far, not yet so far. I had hoped that by the end of the year i had the planet renderer working. But besides procrastinating with other things, not all of them computer related, I am actually overthinking everything right now, from the LOD algorithm onwards, for several reasons, one of them my being a leight weight at math.

But of course, i'd be honoured if, when i one day have something to show off, that could be braught to a use. Would be nice, but right now it is much too early to think about it.

Thanks again, somehow this was the right thing for my motivation.

I like your models, the creative touch ?

October 29, 2019 07:58 PM
NubDevice

cool.

In the spirit of actually trying to do something, I've been poking [ dev.azure:NubDevice ] a little. Feels decent for the organization/project management tool. 

October 31, 2019 01:58 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement