Yes, you read that right. In a “shocking” turn of events I decided to scrap almost the whole old GUI for “Phase 2” in favour of a new and better one. Most of you might now ask if I went insane or so, but to counter this I’ll elaborate on why I scrapped the old GUI and decided to put a new one in : When I’m not in front of my PC and working on “Phase 2” (that’s actually the only thing I’m doing in front of the PC nowadays, no more gaming or such, spare time is rare for me) I always have pen and paper in close range so I can put down and work on new ideas anytime they hit me.
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Some words about "Phase 2"
My first posting on “Phase 2” for Projekt “W” in three months does not mean that I haven’t been working on it. Actually although my spare time is very limited (it gets worse and worse almost every month) I still try to squeeze out some spare time each day to do at least minor things related to “Phase 2”. And since event small steps sum up I got several things done towards a first release of “Phase 2” and so I decided to upload some screenshots and talk about what I’ve been doing.
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Omni-directional lights using cubemap shadows
It looks like my dungeon crawler prototype isn’t actually evolving into a game, but much more into a personal testbed for more-or-less current rendering techniques (due to Projekt “W” I’ve been lacking in the field of recent rendering techniques a bit). And so one of the things I always wanted to implement were shadows for omni-directional light sources. I’ve been doing that with stencil shadows years ago, but stencil shadows aren’t the preferred way of doing this nowadays due to their limitations, including sharp edges (yes, there are ways to get around this, but they’re expensive in terms of computing) and a high demand for fillrate.
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First dungeon crawler prototype (HD Video)
Although it took me longer than expected I recently got a first prototype of a dungeon crawler, based on my recenlty published random dungeon article, polished up far enough to show it to the public. Actually one of the biggest issue holding it back were the textures. It uses parallax (bump) mapping for giving flat surfaces a realsitic 3D look (it’s pretty much an extension to bump mapping), and for that technique you not only need a color map and a normal map but also a heightmap for each texture.
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Random Dungeon Generation
Javascript Demo If you want to see this in action, you can find a javascript version of the algorithm described in here that runs in your browser over here.
Introduction Ever since playing my first dungeon crawler (which must have been “Eye of the Beholder” if I remember correct, but there have been a lot of them in my early gaming days) I wanted to do something similar. And in my first years of coding I even started several dungeon crawlers (using Turbo Pascal under DOS), but none of them really took off due to several reasons.
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Newton SDL demos updated to 2.16
After several requests and after updating the headers, I decided to release updated sources for the SDL developer demos showcasing some of Newton’s features. Those updated demos (including sources) should be useful to both starters (to see how Newton 2.00 works) and people that already used 1.53, as there haven been some changes.
So the following demos now also have sources for Newton 2.00 : “Demo 01 - Basic demo”, “Demo 02 - Joints” and “Demo 03 - Buoyancy”.
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New staff / transfer market window and more on staff experience
After a long time without updates on “Phase 2” of Projekt “W” (due to the fact that I just haven’t had time to work on it), I got around doing some work on it in the recent days and** finished the overhaul of the staff / transfer market window**. As mentioned in my recent postings on “Phase 2”, all the windows will be revamped to make them look more like they’re in a game rather than in some kind of office application for windows.
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Newton header updated (again)
After updating some of my projects to the recent beta of Newton **I decided to revert back to the original header format, using only one file **(NewtonImport.pas) instead of the three from the last update (which was a result of Stucuk updating the headers and splitting them in order to easily use them with his own wrapper).
So I uploaded a new package for the headers, now only containing one header (NewtonImport.
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Newton 2.15 (beta) headers uploaded
From my lack of recent updates it should be pretty clear that I don’t have much time (or better : pretty much no time at all) for my programming stuff, so over the past few months I also had no time to release updated headers for the beta releases of the Newton Game Dynamics Engine. As of now there have been many beta releases and the current one is 2.15. In my abscence Stucuk was the one that took care of that situation and released several headers for the numerous betas of NGD.
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Status update on "Phase 2"
After taking a longer break from coding (it’s been almost four months since my last update on “Phase 2”) I returned to coding last week. Followers of my work might already know that I sometimes take longer pauses from development, mostly when either my motivation or my inspiration is gone, and as for this longer break it was connected to both. After implementing the nuke shown on my last update I actually wanted to start full work on the global projects, but without inspiration for what projects to do and how to implement them into the sourcecode I decided to take a break.
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