Monday, 29 October 2007

Finished redefinment of the map

Finally got the tedious work done, next up moveable objects and forcefields and collision.
Here is a screen shot of how the outside looks textured:

The Level

I basically redesigned my entire map file again, the decision I made to go to 2 vertexes per plane didn't work out sadly. Would have saved a lot of load work, so I am back to my original design. Only this time I don't have to put normals or texture coordinates in the map they will be generated through my face class. I wrote a wrapper for it so that is rotates and translates the map in to place, might still want to add this functionality to face later on, but for now keep it where it is.

Here are some screen shots:
First corridor:

Second corridor:

Sunday, 28 October 2007

Textures work continued

I redesigned the how the textures work, in the previous design I just loaded them straight from file to a texture in system. I added a texturemanager that checks if the texture hasn't been already loaded, if it has it doesn't load the file again. The program still has to ask the texturemanager if the file already exists otherwise it will just be loaded. Hmmz that's actually a good point to improve on if i have time later on. Now i need to fix my map file or face creater again because the map isn't loaded correctly. And I think I have a nasty little bug in it, because if CPU usage goes to 45 to 50% on a dual core system it crashes. I mean control will no longer respond although if you hit the cross the program exits without a failure.

Some screen shots follow below. The screen shots include fullscreen textured and wireframe and the windowed versions. The yellow polygons seen in the screen shot is the way the the map should look.

Fridays house party


So i went to my first house party around here, and they are different from back home. Here you have to bring your own beer instead of paying 5 Euro's to get in and drink as much as you can.
The houses here are small so almost all of the visitors were standing outside and messing about. A friend of mine climbed the rain pipe, he is always looking for things to climb. Here are some crazy pictures of the party and some of the T-shirt in a brick I forgot to post em previously.
I seem to be unable to post pictures today something is wrong with the software so I'll post them as soon as I can.
Luke:
Manuele:

Thursday, 25 October 2007

Textures Work


It's coming along nicely yesterday i finished my Bounding Boxes so we can start to implement a collision detection algorithm in a few days.
Today I got textures working, it took me a whole day where I was expecting it would only take 30 minutes maximum. OpenGL is where things get really different from DirectX which I am used to0. I like the D3DX function for loading a texture more, at least they build the mipmaps for you. Here if i forget a call to gluBuild2DMipMaps things wont even show a texture.
Here is a screen shot of the state my project is in now.
The next thing to do is let my map file include which textures where to use. Step after that will be add Normals to the map file so the Fixed Function lights will work. So much work to do and so little time to do it in.

Wednesday, 24 October 2007

The map

Finally got the program to load my map file. It now works as I had expected it to work. Also finished my INI file reader so i can read settings form a file into my game. This also kinda got me back on schedule. with only a week or 7 left it's gonna be a lot of work to go through.

Tuesday, 23 October 2007

First View of my Level

Yesterday I made the map file for my space simulation game. The object of the game is to fly through some corridors and pass some barriers. After you have done this you will come in a Core room where you need to blow up the reactor.

The map file is read in but there are still some render errors in it that I need to fix. For now I just hard coded the planes of the level. I gave all corridors a different color so you can see how it is laid out. I know one corridor isn't in the correct space and am gonna correct this later one tonight.

Here are the first screens shots of the level.