opengl 3D framework

I have decided to take a fresh look at my opengl 3D framework. I never got around to finish the VBO and FBO features, and shadows is still on the list of things that I would like to try and get going. So I have dug up the code files and are in the process of looking them over and fixing whats already there so that all current features works as intended, then I’ll look at adding extras, like the shadows, and working terrain would be cool too. So I expect that its something that will keep me busy for a little while yet.

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Finished an image packer program today.

Long time ago I bought something called SpriteCandy for Blitz3D, which I really never got to use at all. But with that came an image packer program, which was quite useful. It doesn’t seem to be running on Vista and Win7, so I decided to make my own version of such a program. I finished the code today, and its fairly close to the program I based it of with a couple of added features. Its main use will be for my opengl experiments, where I’m packing multiple sprites together on one texture for single surface sprites (quads), but it also has other uses, such as bitmap fonts and animation frames.

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Another intro is done

I finally got myself to finish the intro I had been working on along with the software render framework. Its been a while underway, but I’ve had problems deciding what to do with it. Its finally here though and available from my demos page. Or you can click on the image below :)

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Finally a new release

Yesterday a friend of mine suggested a challenge. We were to look through youtube for a cracktro that we would then recreate our own version of. So not a 1-to-1 replication, but something that looked similar, but was different. I decided on a cracktro called Eclipse and you can now download the result by clicking on the image below.

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My old demo/intro catalogue.

I decided to upload everything I could find that I have released since starting with programming on the PC and the Blitz language products. You can find it on my Demos page.

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Still busy doing just about anything but code, almost.

Well, I got bored the other day, so I made a software render framework that uses the blitzmax pixmap as buffers. Its fairly simple, but it should get most people going with making some oldschool software rendered effects if they wanted, and if they use blitzmax ofcause. The code for the framework can be found on the DBF forum here: http://www.dbfinteractive.com/forum/index.php/topic,4193.0.html

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Busy with anything but coding.

Well, I have been busy lately, just not with coding anything. I have been spending some time getting familiar with the game mechanics of the system that I have choosen for a dungeon game that I want to work on. And work has been a bit stressful lately which has had the effect that I have spent a lot of time on the couch being energy drained. But its starting to turn around, so I am hopeful for the near future, hopeful that I will be getting back to working on the 3d engine and getting the dungeon render completed. Once that is done, then I will start working on some game mechanics in code.

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Slow progress, but progress none the less

Well things are going slowly these days, since I have had less time to code than usualy, but its looking like I will be able to devote more time really soon. I have been adding a few small things to the mesh methods and clearing up the code in various places. I also started working on what might become a small game, which will use the 3d engine to render a 3d view of a dungeon which the player would be exploring. Working out how the game mechanics are going to be takes a bit of thinking and time, so I expect progress on the 3d engine, but it will just take me a bit longer to get there than initially expected. But its safe to say, that I am still working on it.

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Getting started on adding a Gui.

I started working on a native gui for my opengl engine. I first thought about using windows gui, but because I have made a lot of custom gui’s before, and I didn’t feel like messing around with the windows system, I decided to just write my own. I am at a stage where I got the windows drawing, and have made a couple of gadget drawing methods. Next up is writing the control code to get things interactive.

OpenGL Gui

OpenGL Gui

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Multitexturing problem was solved.

I had a problem with multi texturing which ment that if one entity used multi texturing, then all other entities suddenly also used it. It had to do with not disabling muti textures the right way. This has now been fixed, and its one less problem to think about :)

cubes with multi texture

cubes with multi texture

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