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Just can't seem to get off the subject of roads...
I'm working on a new method right now to prevent some of the weird, drastic elevational changes in the original method that resulted in so many long, high causeways and other unnatural formations.
In this new method, I start with the same tesselated …
I'm working on a new method right now to prevent some of the weird, drastic elevational changes in the original method that resulted in so many long, high causeways and other unnatural formations.
In this new method, I start with the same tesselated …
Here are a few zoomed-out shots of some procedurally generated roads through heightmapped terrain, as part of my ongoing farting around. The roads are randomized as a set of 16 points distributed across the map, equally spaced in the X direction and randomly spaced in the Y direction. Finer-grained…
In every project I take on, there are certain transitional points that I always seem to have a hard time getting past. One of these transitional points usually comes when I've got the map or level stuff finished, and I move on to objects--all the 'stuff' that makes the project more of a game and le…
As per request by jollyjeffers (see journal entry immediately preceding this one), I decided to write up a little bit about how I am implementing the new terrain blending scheme in Golem3D.
To start with, I build a large vertex buffer to hold the terrain vertex grid. Each vertex has a xyz, normal, d…
To start with, I build a large vertex buffer to hold the terrain vertex grid. Each vertex has a xyz, normal, d…
I finally got around to re-vamping the Golem3D tile blending scheme. Initially, it used the same sort of tile blending scheme that the Accidental Engine currently uses, ie separate alpha mask textures are combined with a terrain texture using multi-texturing in order to create the terrain blends. T…
Somewhere (I can't remember where) I came across a McLinkerson to the library libnoise, a noise-related library I hadn't seen before despite my extensive googling. It's actually pretty decent, and I like the way the library chains various classes to create a sort of noise cascade. You attach source…
This thread of phantom's got me thinking a little bit about some of the scary shit that has happened to me over the years. Some pretty weird stuff, that I am sure probably has some perfectly valid and rational explanation, but which I much prefer the supernatural explanation. It's more fun that way…
With this latest Accidental article (and some revisions/addendums I am fiddling around with for it) I've been really annoyed by the limits of 2D tilebased stuff, since a lot of the usefulness of a technique such as discussed in the article (using noise to apply turbulence to a pattern) really comes…
In a fit of boredom, I hammered out another Accidental article the other day. It deals with some uses of Perlin noise for generating turbulence. Some pretty cool stuff can be done with it.
I've thought about changing things up with the next couple of articles. I thought about writing one or two abou…
I've thought about changing things up with the next couple of articles. I thought about writing one or two abou…
It's about 2:45 AM. Just got awakened by the phone ringing and someone knocking on the door at about 1:30 AM. Turned out to be the power company tech. I'd made a call, but I wasn't expecting him in the middle of the night. But it's cool; I wasn't sleeping anyway. Not really; more like tossing and t…
Guild Wars is a Class A, five-star rated time killer of colossal proportions. Seriously. This damned game has absolutely killed the last vestiges of my productivity.
Some weird things are happening around here. The other night I was sitting here (actually coding, surprise surprise, rather than playi…
Some weird things are happening around here. The other night I was sitting here (actually coding, surprise surprise, rather than playi…
It's been an interesting couple of weeks. Working some long hours at work, trying to keep things going while my boss recovers from his surgery.
I picked up Guild Wars last week, and I've been playing it quite a bit. Slowing down a little now, but I still play it every other day or so. It's a pretty …
I picked up Guild Wars last week, and I've been playing it quite a bit. Slowing down a little now, but I still play it every other day or so. It's a pretty …
Funny thing happened to me at work today.
I was driving down a semi-rural road (in a little town on the edge of the metro area, called Buckeye) on my way to my first job-site at about 7:30 this morning. Window rolled down because the A/C in my truck is broke, and God's been fiddling with the thermos…
I was driving down a semi-rural road (in a little town on the edge of the metro area, called Buckeye) on my way to my first job-site at about 7:30 this morning. Window rolled down because the A/C in my truck is broke, and God's been fiddling with the thermos…
My cousin sent me this pic from a long-ass time ago. Brought back all sort of memories, of good times and of sad times. (See you another day, Justin). willystickman, you rock bro.
Yar, I was an ugly little pud, and yar that is a Noid T-shirt. Wish I still had it. [grin]
My boss/cousin (or whatever I should call him; he's married to my cousin, and he supplies me with all of my contract work, though he's not really my 'boss'; anyway) went under the knife yesterday to have a cancerous tumor removed. They had to crack him open like a nut, split him right down the ster…
Dug out luabind and started tinkering with it. And in the process I (finally) moved on to Lua 5.0. I've been sticking with 4.0 because they changed a few things and I didn't really want to break a bunch of existing code. But since I'm not working on any of that existing code right now, I figured I'…
I broke my chair today, and went ass over tea-kettle onto the floor. It was very embarassing. Good thing nobody was around to see.
evolutional's got me switched over to using Code::Blocks, and I've got to say that so far it's pretty cool. It's a trifle buggy, and I've had some stability issues, but …
evolutional's got me switched over to using Code::Blocks, and I've got to say that so far it's pretty cool. It's a trifle buggy, and I've had some stability issues, but …
I've been spending quite a bit of time playing Knights of the Old Republic 2 lately, but I'm getting bored with it now. As a result, I've come to a sort of revelation that isn't very earth-shaking, but is somewhat startling to me nonetheless.
I don't like RPGs.
Which is unusual, I think, because it's…
I don't like RPGs.
Which is unusual, I think, because it's…
Heh. Ever since starting up this new project with evolutional, I've sorta been neglecting this journal. I'm afraid it'll probably continue to be neglected... a little bit, at least, until things start to smooth out.
I've been spending quite a bit of time learning the ins and outs of engines such as …
I've been spending quite a bit of time learning the ins and outs of engines such as …
A few things have happened lately to really get me thinking. A friend may have cancer, and another friend lost his sister and brother in law in a car wreck. Things like that really get me thinking about what I have done with my life, what I am doing, and what I am going to do in the future.
I'm afra…
I'm afra…
Imagine, if you will (as a sort of academic exercise) Satan himself in his infernal laboratory. Bunsen burners, test tubes, white lab coat; Hitler and Stalin acting as assistants, their forms hunch-backed and twisted, their manner groveling and servile as they fetch this and carry that, close switc…
I've almost completely eliminated fixed-function from the Golem3D engine. Just need to write a vertex shader to render the ground (I've been thinking about alternate schemes for drawing the ground transitions as well) and it'll be done. It doesn't do anything fancy, no pixel shaders or anything, bu…
I've noticed a subtle but significant change in the way I've been doing things in regards to random level generation since I first started the Golem project. With the original Golem, I placed the burden of translation work on the engine code and left it up to the script to simply place the small bu…
The deadline for April's challenge has arrived, and I managed to get my entry finished and submitted. It's not much content--maybe 12 rooms, and one big bad muer to destroy, but I ran out of time to do more. It is Lua scriptable, though, so it's easy to extend. I had to cut features such as combat …
Wow, I just love listening to the banal spoutings of ignorant assholes who have absolutely no idea what the hell they are talking about. Go Tim.
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