Tuesday 24 November 2009

Intro 3d update

Been a few weeks since I've given an update on the status of my 3d renderer and progress has been made on it.

The program now does flat shading lighting to go with the wireframe. The last week has seen most time gone into the menu system and changing it from a load of code into a program that runs and can be configured by the user when it runs.

Game dev tech update

So a few spare minutes so its time for a GDT update

My total conversion of unreal engine to famous five game is continuing with reasonable progress being made. Most of the game mechanics are now in place and working and the conversation system used in the game to trigger off events means the game is starting to link together and starting to resemble more of a game rather than a collection of mechanics it reassembled the other day.

Loads of progress has been made with the look of the game. The level is now finished pretty much with lots of work done on modelling the caves, texture the level and adding static meshes, This part of the module I have probably found hardest to motivate myself to work on, I'm not a fan of doing the creative art side of things and much of the time spent on doing these fells like a chore that would better be spent programming.

Next step is to continue with making the game fit together and positioning things in the right places to further make it feel more like a game

Saturday 14 November 2009

Week 7 - Console Dev

So it's the weekend and time for some more blog updates, to start the weekend a look at Console Development in whats been an interesting week in the module.

Firstly before moving on to new material I would like to bid a fond farewell to MIPS Assembly, after a month packed full of MIPS instructions and registers it's sadly time to move on, an even fonder farewell is required for SPIM the MIPS32 processor simulator. It treated me well through MIPS, it never crashed like unreal, never gave a linker error like Visual Studio. Yes it struggled with Multi step instructions but it did all that was required of it. The SPIM icon will always have a place on my desktop. (Typing this I've only just noticed SPIM is MIPS backwards, amazing stuff)

Anyway onto the news stuff and the PSP has come into play. This week saw our first look at it and starting to learn how to use the debugging tools needed to use the PSP for development. It's great to be able to use tools identical to those used in industry and get to grips with them, although going back to doing work in a console reminds me of the early Soft Dev days before visual studio.

Early next week I'm going to get back into the PSP lab and have a closer look at the PSP architecture when running programs, I'll give an update in next weeks blog

Sunday 8 November 2009

Update on progress

So been rather busy of late and haven't got round to updating the blog so thought with a few spare minutes I'd give you an update on progress in all 3 of the modules.

Console Development has now seen us finish the MIPS assembly tutorial tasks and now next week will be moving onto looking at the PSP Dev kits which really excites me, I look forward to getting my hands on one and getting to see how a piece of professional development hardware used in industry function and being able to use it. MIPS was quite enjoyable getting to understand better how things happen at a low level architecture but towards the end the programs we were writing became rather tedious to write and I look forward to having the compiler back to use !

Game Dev Tech has seen the continued development of my Famous Five conversion of the unreal engine, its starting to come together and I have some of the key components of my game done now. I have plans of how to put most of the game together now as I'm slowly getting a better grip of the script system so can see how it all fits together. Over the next couple of weeks I'm expecting to make strong progress on the mod and have it in a very decent position by end of November so will give me time to apply finishing touches and hopefully end up with a well polished game to hand in for my assignment.

The last module Intro to 3d is probably the one I'm finding most difficult to get to grips with, I can see why it was said this is the module which involves in my opinion the most coding ability and skills to get working. I'm getting there though and have a working wire frame model now in place (after some very long, frustrating hours of debugging to spot a couple of hidden errors in underlying code down in matrix and vector classes) but its good to now be confident all the underlying code in the camera, matrix, vector and loader classes work and any future problems I come across will now likely be with the new code I add to it so should mean less debugging to find errors in the future

This weeks 3d tutorial saw work on lighting and improving the way the object is drawn on the screen, all the parts I've kind of got semi finished at the moment as come across parts I'm not sure of how to do but hopefully over next couple of days should be able to get these problems sorted and then I'll be in a strong position again, it looks as if Intro3d is the one module can't afford to get caught behind on as catching up would be difficult so I really want to keep on top of it.