Using textures in fbx is not as straight forward like one may wish, FBX SDK makes the parsing of the file pretty easy, but translating the information to my own system was not an easy task.
I used the "tutorials" included in the sdk, unfortunately my setup makes it impossible to debug the code so I cant go line by line checking whats going on in the scene. In particular "C:\Program Files\Autodesk\FBX\FBX SDK\2013.3\samples\ImportScene" is a pretty comprehensive example of what to do regarding different structures.
I wasn't able to create a screenshot of this particular progress but at last I'm reading materials and textures from the file, right now I have a completely loaded scene on the program, with materials and textures, hierarchy and it doesn't even need to be triangulated anymore, next step: Animations.
Yo soy Alberto y ese ha sido mi post.
Happy Codding!
2012/12/05
2012/11/24
2012-NOV-24 Texture
I've successfully manage to change the whole texture library in one day, I've spent 12+ hours on the project and its done. The results: slower more imprecise drawing calls, the thing is, I was assigning shaderresourseview pointers every draw call for all the objects I'm drawing in the scene and I thought it was a bottle neck, but passing them in a single call before the rendering loop didn't increase the speed, quite the opposite as for some reason I cant just assign a variable as an array index within hsls, so in order to get the resource view I need from the array I need to either transverse it with a for, or create a switch statement, this slows down the process as It has to be done every rendering cycle for every object in the model, which ironically, is slower than assigning the resource pointer. On the other hand it wasn't a full Array by pointer but an Array of 100 as once again hsls doesnt like more elements in a single array, maybe with a different structure this wouldn't be an inconvenience but the fact that I need to transverse the list instead of just letting the array know what element to look for makes the whole modification inconvenient, to say the least.
I revert my changes back to the version before the "improvements" so I basically lost all my they... or rather invested it in knowing that wasn't the right way to do it.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
I revert my changes back to the version before the "improvements" so I basically lost all my they... or rather invested it in knowing that wasn't the right way to do it.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/11/20
2012-NOV-20 New Super Mario Bros. U
Being a fan of the Super Mario franchise for decades I have a thing or two to say about this game.
The graphics are simply amazing, that is the way Super Mario games should look like, the color pallet is great and the playstyle is just Super Mario.
The levels are really polished and the power of the WiiU enabled programmers to do some crazy stuff with particles and graphics in the levels, while one might think there is really nothing new to the franchise and most of the game mechanics have been exploited by recent titles Super Mario Bros U has a trick or two under the sleeve.
Regarding the suit many may complain about the flying squirrel suit instead of the Raccoon Tail, I know the nostalgia just demands the Tail, and New Super Mario Bros. 2 has it, but let me tell you, don't let it deceive you it is not the same feeling, the playability is completely different and the way you should think while having this power up is really another thing. First of all Raccoon Mario should gain momentum in order to lift, Squirrel Mario just hoover, but after jumping he can double jump once, Squirrel Mario can stick to walls for a second and doesn't have the "tail hit".
Being able to play the full game in the tablet is awesome, while the tablet doesn't have the full resolution of an HDTV at it disposal it does let the player just sit wherever and enjoy the game, it even comes with a jack in so you don't disturb whomever is seated next to you, in a small house hold I dare to say the fight for the TV would be over.
Super Mario Bros U is a game shouldn't be missing in any collection.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012-NOV-20 WiiU
So WiiU has been out for 2 days now, I got mine on day 1 but haven't write a thing about it.... because I was playing it!
The device itself its great, but to be hones the upgrading experience, transferring your data from the Wii that is, is really frustrating, you should upgrade your firmware and do a lot of steps before being able to move it, setting my internet connection was also hard, but that might just be me and the settings I have on my network.
Netflix is offered in this console from day 1 but services like YouTube or Hulu are meant to be downloaded in the future, it is a shame that they are advertised but no implemented, but at least is reconforting to know they will be there in the future.
Posting to Nintendo by clubs trough this thing is great, you are able to join whatever club you wish, and if you are stuck in something in particular you can ask your fellow players about it, even upload pictures of where you are.
The tablet itself is really light and even though the 3 hours of battery life are a pain, the fact that you can play while charging it is great.
My only experience so far is with New Super Mario Bros. U but that will be discussed in another post.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012-NOV-20 DMC Devil May Cry [Demo]
Today I downloaded the DMC demo for PS3 for this game, not being a fan of the franchise might be a plus as I don't have anything against the reboot Dante, which seems to bother a lot of people. That being an issue may prevent them to realize there is more in a game than the character.
I have to say, this game is surprisingly good, the ever changing world and environment is great, it even takes away the relief of steeping on solid ground, not knowing if its going to collapse, rearrange or fly away. The fighting controls are solid and the combo mechanic is good enough in the demo to give a way an idea on how the final product will feel like,he demonic powers feels diabolic, while the angelic just feels really soft, still the overall combination and mix of them increases your repertory in a great way.
I look forward to play the full game, to be completely honest I wouldn't rush to the store on day one but I feel this is a good game that should be fully played.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/10/08
12-OCT-08 Animation System and Sequences
I've been working so hard in my part of the Capstone project that I've forgotten completely about reporting my advances here.
Anyway, the DLL already have a group based animation system like the openGL one and the sequences. I've been polishing the code for the past couple of weeks and now its finally ready, as soon as I have time I'll upload some videos to my youtube channel.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Anyway, the DLL already have a group based animation system like the openGL one and the sequences. I've been polishing the code for the past couple of weeks and now its finally ready, as soon as I have time I'll upload some videos to my youtube channel.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
12-10-08 Rayman Origins
This game has been out for a while now but it was recommended to be just a few weeks back, to be fair I've never been in love with Rayman games, but this one is great, I really like the silly cartoon stiled animations and characters, the platform system is pretty solid and the game mechanics are well played, I started my Rayman adventure with Rayman Jungle run and after watching this game on the PS3 I cant help but be more amazed by the graphics the mobile version has.
This game is a platformer yes much like the style of Super Mario Brothers, but this one is way harder, though the level you have to collect little guys called Lumas (are this things fireflies?) which works pretty much the same way as Mario coins, but there is a catch here, there is an infinite number of lives, you can play and die and play and die as much as your heart pleases, the only catch (If you can call it that) is that you would lose all the progress you've obtained after the last checkpoint. Additional to these Lumas there is at least another kind of creature, these guys are small pink balls that you have to free all over the world, the number of Lumas you collect during your play through the level is also important, because at the end of it they are exchanged for extra pink guys.
Rayman Origins has a silly sense of humor and the music is amazing, everything is bound to a special sound effect which is also connected to a physics component in some levels.
I've only finished the first world but even though I have a lot of games to be played in the stack still, this one deserves way more time.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/09/21
12/09/21 Translating code
I'm currently busy translating code to use on the latest version of the DLL from spanish to english, so far I have animations and hierarchy working, after this I'll need to change the drawing cycle.
So busy busy busy :)
Yo soy Alberto y ese ha sido mi post. Happy Codding!
So busy busy busy :)
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/09/09
12-09-09 Silent Hill Downpour
So, this is a difficult one, I've always liked Silent Hill series, and so far I've only read bad reviews about this game.
I've only play like the first hour of game play and to be fair I like it a lot, I'll keep on playing it so this might not be the best time to write a comment about it, but in all fairness, with all the work I have to do this week I might forget latter.
Silent Hill its been always about the environment feeling more than the survival theme first Resident Evil Games had, advanced Silent Hill player may not even need to kill a single monster throughout their runs, and regarding environment this game has it, my only complain about it so far, would be the rocks on the first level in real world, they seem... awful... but once you've jump to other world the transition is smooth and the walls are really pretty (Silent Hill style pretty that is). A new concept (at least for me) in this game is the "being chase by a thing" feeling, I don't recall any other instance in any Silent Hill game in which you need to scape from something for an extended period of time, in this one, there is "a thing"(it doesn't have a form) chasing you, and the programers even game us the awesome ability to press L1 and while running in the opposite way still appreciate the "wormhole" that is behind of you.
So far I've collected various stones and wood pieces with nails to be used as clubs, but I've havent keept any, so I'm assuming all weapons can be destroyed... A feature that I hate... I know in real life things tend to brake if you smash them around... But Silent Hill *thankfully* is not real!
I'll keep you posted, Murphy has a lot to uncover for now.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/08/12
12-08-12 Lego Blocks
So the last couple of hours (or at least since last post) I've been working on make some Lego Blocks for the app.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Yo soy Alberto y ese ha sido mi post. Happy Codding!
12-08-12 New Lego Model
With the Model Loaded finished in DirectX mode (There is no entry for that and I just realized it) I decided to take a break on programming, and redo the Lego Guy with more accurate measures, the result after all sunday work:
The new Lego guy is the one on the right, do you notice the difference? Yeah aside from looking fatter next to the old one there is none... still now the measures are accurate as I said, and he would be able to interact in a better way with the other Lego pieces I'm going to make for the test program.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
The new Lego guy is the one on the right, do you notice the difference? Yeah aside from looking fatter next to the old one there is none... still now the measures are accurate as I said, and he would be able to interact in a better way with the other Lego pieces I'm going to make for the test program.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/08/05
12/08/05 Specular Mapping and Transfer Mapping
Its 3:30 in the morning so I'll be brief.
I just finished normal mapping and transfer mapping, this lets the shader draw specular highlights given a map, and Transfer Mapping lets the shader has two textures combined in a single one in accordance to a 3rd texture description, that is, when white, the first texture is draw for a pixel and when black the second one, and all shades in between.
I also improved the way the shader is called on each draw cycle so its mo efficient.
I'm almost done with the Direct X part.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
I just finished normal mapping and transfer mapping, this lets the shader draw specular highlights given a map, and Transfer Mapping lets the shader has two textures combined in a single one in accordance to a 3rd texture description, that is, when white, the first texture is draw for a pixel and when black the second one, and all shades in between.
I also improved the way the shader is called on each draw cycle so its mo efficient.
I'm almost done with the Direct X part.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/08/03
12/08/03 Vectors
So I was avoiding vectors at all cost... but decided to try them... for the sake of trying them, the result: 100 Model running on the screen at real time, The thing is... even-though vectors tend to be slow for accessing data... in my engine data is only saved as reference in the structures, everything is run from the GPU and therefore there are no bottle necks as often.
Here is an image:
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Here is an image:
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/08/02
12/08/02 Instances, Textures, Scripting
Lots of changes for this version, not that it is very noticeable still, but I changed all the Texture manager settings, now the Material Manager Class will load once all the textures that run on the program and use them along the whole program, models sharing textures wont be compromised if an instance change the texture it is applied to them, in the Lego example there wasn't any problem as the textures where not shared, and that generated extra materials, textures and therefore waist of memory.
I also started the reading of the configuration file along the program, It will run on the beginning with the settings specified on it and if there is no file, the program will create it on the first run with default settings.
Here is an example of instancing and texture swapping, I found the model online, and I don't know where is it from or if it has any copy rights... but as this is just an image and it wont be released with the dll I don't see myself being sued... Hopefully...
Yo soy Alberto y ese ha sido mi post. Happy Codding!
I also started the reading of the configuration file along the program, It will run on the beginning with the settings specified on it and if there is no file, the program will create it on the first run with default settings.
Here is an example of instancing and texture swapping, I found the model online, and I don't know where is it from or if it has any copy rights... but as this is just an image and it wont be released with the dll I don't see myself being sued... Hopefully...
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/29
12/07/29 Normal Mapping and Transparency
After 3 days fighting with the configuration of my classes and optimization of the code I finally have Normal Maps and Transparency per material, I wrote a small switch for the shader selection, now materials will draw with either material color (no texture), Texture (Normal Optimization in Maya) or Normal Mapped, next step: Specular Mapping and Load models by scripting.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/27
12/07/27 Super Meat Boy / Limbo
Having spent more than 50 hours on the project this week I decided to take a break from everything and do some things that I have been procrastinating, first of all both my Mac has now Snow Lion and the iMac has its deserved Windows 7 partition, I can finally test my programs here, and what better way to test the windows partition than with some cool games =D
I started playing Super Meat Boy again, though its a cool game, I could just play the first world again without feeling repetitive, I'm not done with it, but at least I was at level 4 on the other machine. This game is great, and the balance between speed and timing is crucial, but still there are times that you need to go sloooow. Great platformer if you have just a couple of minutes.
But the icing of the cake of today was Limbo, that thing is great and reminded my why I'm on the graphics track of my Masters, though the graphics are all high-contrast (black/white) and the whole thing seems to be in 2d graphics only, the environment this game gives is great, there is no music whatsoever (maybe just splashes here and there) and the game is really short, but it is so inviting. If you ask me whats is the story about I would quite honestly couldn't come with a straight answer, it is about being in a limbo maybe? But what makes this game great is not just the beautiful shaders, nor the play type, is the fact that everything you do within the game is meaningful, you do feel that you accomplished something while you solve a puzzle, overall is a great experience and a must in your collection.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
I started playing Super Meat Boy again, though its a cool game, I could just play the first world again without feeling repetitive, I'm not done with it, but at least I was at level 4 on the other machine. This game is great, and the balance between speed and timing is crucial, but still there are times that you need to go sloooow. Great platformer if you have just a couple of minutes.
But the icing of the cake of today was Limbo, that thing is great and reminded my why I'm on the graphics track of my Masters, though the graphics are all high-contrast (black/white) and the whole thing seems to be in 2d graphics only, the environment this game gives is great, there is no music whatsoever (maybe just splashes here and there) and the game is really short, but it is so inviting. If you ask me whats is the story about I would quite honestly couldn't come with a straight answer, it is about being in a limbo maybe? But what makes this game great is not just the beautiful shaders, nor the play type, is the fact that everything you do within the game is meaningful, you do feel that you accomplished something while you solve a puzzle, overall is a great experience and a must in your collection.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/25
12/07/25 Instances 3 and Bump Map
Arranged a bunch of code to improve speed and the system hierarchy, also applied BumpMap to the scene but as the general shader needs to be improved. Here is the sample, in the red cube you can see the effect more clearly.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/24
12/07/24 Instances 2
It took more effort than that I had in mind but this is working great right now, I might just need to do some advance methods to work easier while swapping the materials and such.
Right now I'm loading the model once, and creating 2 instances, changing the materials of the second one and displaying both.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Right now I'm loading the model once, and creating 2 instances, changing the materials of the second one and displaying both.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/23
12/07/23 Instances
I restructured the way materials are applied to the model, they are not object dependant now (at least not structurally speaking) and therefore I'm able to just create a new material and apply it to any object within a group, this way I can create instances of the model that use all the buffer information but renders it with a different material (Ken-Ryu style) saving a lot of loading time and best of all, memory. I haven't finish the Instance class, but I've been here since 8 am, I deserve to rest!
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/20
17/07/20 Maya obj groups naming convention, Materials and improvements.
I had a mayor rethinking on the way I was loading obj files from Maya and coded some basic error detection algorithms.
Maya does not export information regarding groups that doesn't have any faces associated to (empty groups) to an obj file, which is not really a big issue, normally. The problem is that the way Maya names groups do involve empty groups if they exist, and therefore they are used when you make the association of what face goes to what group.
In Maya a group hierarchy like "g father son", means that there are 2 groups a group father and a group son, and the relationship between them (son goes under father), on the other hand a name like this: "g father son empty) means that the hierarchy is like this father->empty->son, an empty group at the end of a branch wouldn't appear in the group name at all because there are no faces after, but if after an empty group there is a group with info like in this hierarchy father->son->empty->sonofson maya would do something like "g father son sonofson empty", the best way to avoid this kind of problems is avoid the use of empty groups whenever possible, but they do have the advantage of giving an extra movement axis for animations, so other possible solution is create a Hierarchy association by hand, will work on the latest solution eventually in MEL, right now the best solution is what I ended up doing:
Right now the code accepts hierarchy named groups from Maya but will skip all empty groups unless the user manually adds them to the file any where like "g group" a problem for detecting the empty groups is that there is no easy way to detect them as they don't really exist so we have to name that empty group as they please but with the identifier "NULL_" before the name. Anyhow if we want those groups in the model for the sake of animation they must be added by hand to the OBJ and the hierarchy file.
The other thing that used my day was adding an extra texture to a material, this texture will be used by the shader to create BumpMaps, so far I only load the texture, no fancy normal yet, this image is from the model rendering with the BumpMap instead of the Texture file.
Next Step: Shaders.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Maya does not export information regarding groups that doesn't have any faces associated to (empty groups) to an obj file, which is not really a big issue, normally. The problem is that the way Maya names groups do involve empty groups if they exist, and therefore they are used when you make the association of what face goes to what group.
In Maya a group hierarchy like "g father son", means that there are 2 groups a group father and a group son, and the relationship between them (son goes under father), on the other hand a name like this: "g father son empty) means that the hierarchy is like this father->empty->son, an empty group at the end of a branch wouldn't appear in the group name at all because there are no faces after, but if after an empty group there is a group with info like in this hierarchy father->son->empty->sonofson maya would do something like "g father son sonofson empty", the best way to avoid this kind of problems is avoid the use of empty groups whenever possible, but they do have the advantage of giving an extra movement axis for animations, so other possible solution is create a Hierarchy association by hand, will work on the latest solution eventually in MEL, right now the best solution is what I ended up doing:
Right now the code accepts hierarchy named groups from Maya but will skip all empty groups unless the user manually adds them to the file any where like "g group" a problem for detecting the empty groups is that there is no easy way to detect them as they don't really exist so we have to name that empty group as they please but with the identifier "NULL_" before the name. Anyhow if we want those groups in the model for the sake of animation they must be added by hand to the OBJ and the hierarchy file.
The other thing that used my day was adding an extra texture to a material, this texture will be used by the shader to create BumpMaps, so far I only load the texture, no fancy normal yet, this image is from the model rendering with the BumpMap instead of the Texture file.
Next Step: Shaders.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/19
12/07/19 Optimization
The modes are loading way faster but most importantly I'm no longer creating buffers every draw call but once at the beginning of the program, and then releasing the unnecessary information, this is coming great, now I have to write a better shader to draw this materials, because they look awful.
The other thing I need to do is manage the different exceptions an OBJ file could throw at the loader, so far this is limited to normalized obj files (triangulated non-index-negated faces with normal and uv information) I may not try to fix these files as Maya or Blender can easily normalize them and to be honest I don't see the point, but what I do want to try is resolve the way maya send the group information regarding the hierarchy of a group.
This image is of a model that has 9 different materials (with different textures) applied to:
Yo soy Alberto y ese ha sido mi post. Happy Codding!
The other thing I need to do is manage the different exceptions an OBJ file could throw at the loader, so far this is limited to normalized obj files (triangulated non-index-negated faces with normal and uv information) I may not try to fix these files as Maya or Blender can easily normalize them and to be honest I don't see the point, but what I do want to try is resolve the way maya send the group information regarding the hierarchy of a group.
This image is of a model that has 9 different materials (with different textures) applied to:
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/18
12/07/18 Multiple Materials
I now have multiple materials for a single object and that is working great, every face is rendering with its correct material properties, and textures, there is just one small problem, I'm leaking memory like there is no tomorrow.
I'm creating new buffers in the device for every group in the model for every material... every draw call... yes I know...
this is the line:
HRESULT hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
It would be great just to swap the buffer I need, I just don't know how right now and I need a break, aside from that the program looks great and looks like this:
I think I have an idea but I'll work on it tomorrow.
--------------------------------UPDATE-----------------------------------
I know i said I was leaving about 40 min ago but.... It seems that the only thing I was missing was releasing the buffers with their awesome ->Release() method, I don't leak memory anymore =D
Yo soy Alberto y ese ha sido mi post. Happy Codding!
I'm creating new buffers in the device for every group in the model for every material... every draw call... yes I know...
this is the line:
HRESULT hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
It would be great just to swap the buffer I need, I just don't know how right now and I need a break, aside from that the program looks great and looks like this:
I think I have an idea but I'll work on it tomorrow.
--------------------------------UPDATE-----------------------------------
I know i said I was leaving about 40 min ago but.... It seems that the only thing I was missing was releasing the buffers with their awesome ->Release() method, I don't leak memory anymore =D
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/17
12/07/17 Materials
I've successfully manage to create different materials for the faces, each face has its own color component based on the colors of the materials they have applied. Not the problem is that I don't know how to discriminate if a face has a texture applied or not, right now this renders all faces with the first material's texture, therefore if the face 2 has a different material it will multiply its color to the texture of the first, if it doesn't have a texture all faces will have their correct colors without textures, and so on.
So what is next is to load more than one texture and then discriminate if a face has a texture, and if it does apply its corresponding texture, not only the first material's.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
So what is next is to load more than one texture and then discriminate if a face has a texture, and if it does apply its corresponding texture, not only the first material's.
First material have texture applied
First material does not have a texture
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/16
12-07-16 Materials and Textures
There was an unexpected bug on last backup that was fixed today, the lesson: Remember to add a +1 to your string buffers for that finish character and the first element of your array is 0 not 1....
Anyway after solving that, Im successfully reading the MTL file from the OBJ so I have an array of materials, all the triangles are being drawn with the first material though, but I'll work on that tomorrow.
So far this thing renders 100% correctly models that are triangulated and that have only one material, and that material is a texture.... Not very impressive, I know, but its doing it in DirectX and that is a super jump for me right now, lol.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Anyway after solving that, Im successfully reading the MTL file from the OBJ so I have an array of materials, all the triangles are being drawn with the first material though, but I'll work on that tomorrow.
So far this thing renders 100% correctly models that are triangulated and that have only one material, and that material is a texture.... Not very impressive, I know, but its doing it in DirectX and that is a super jump for me right now, lol.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/13
12-07-13 So... whats new?
Yeah... today was one of those days that I worked nonstop for hours and hours but the results are nowhere to be seen, some of the things I can remember from today's work:
MyString now converts from Unicode to ANSI and the other way; inits for OPENGL and DIRECTX are more clear (for me at least); a new Materials library based on BTO3 for DirectX, Structures reorganization,
more classes definitions and... stuff.
I need to rest, been here from 8am without food, that's no fun =|
Yo soy Alberto y ese ha sido mi post. Happy Codding!
MyString now converts from Unicode to ANSI and the other way; inits for OPENGL and DIRECTX are more clear (for me at least); a new Materials library based on BTO3 for DirectX, Structures reorganization,
more classes definitions and... stuff.
I need to rest, been here from 8am without food, that's no fun =|
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/12
12-07-12 - Loading Models in DirectX
Finally the program is loading models and displaying them in DirectX, right now the thing is only displaying a single texture per model and only a single model per run, but still I don't have hard-coded models anymore, say good-bye to cubes.
This is only loading normalized obj files so far (triangulated, with uv and normal data, without groups and materials) and no animations whatsoever as I still don't really know how to create a proper buffer for indexes and other stuff,
Yo soy Alberto y ese ha sido mi post. Happy Codding!
This is only loading normalized obj files so far (triangulated, with uv and normal data, without groups and materials) and no animations whatsoever as I still don't really know how to create a proper buffer for indexes and other stuff,
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/10
12-07-10 Lights with shaders
Continuing with the work i have from yesterday I've successfully apply lighting from 3 sources to the scene based on the 6th Directx SDK tutorial and Rastertek tutorial # 9 (http://rastertek.com/dx10tut09.html).
In this scene we have Ambient light set as a gray
( 0.1, 0.1, 0.1, 1.0)
a red light rotating arround X
( 0.5, 0.0, 0.0, 1.0)
and a green light rotating arround Y
( 0.0, 0.5, 0.0, 1.0)
These lights affects the triangles that are facing them (calculated by normals) according to its color, the neat stuff is that once both meet they cast a yellow light. as one would expect from real lights :D
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/09
12-07-09 Getting closer
I'm already late with my schedule (for the day and for the qtr) but I manage to get this working now in directx 10, and I dont have the time right now to make a full entrance, still here is the image
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/07/01
12-07-01 Tutorial 7
Its been a slow week, but I'm already on tutorial 7, this is the last tutorial of the basic ones, next stop is the introduction to DXUT, and with that meshes and advanced techniques.
So far I'm able to understand basic lighting and Texture Mapping in DX10.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
So far I'm able to understand basic lighting and Texture Mapping in DX10.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/06/27
12-06-27 Catherine
A lot of time without a game comment right??? Well that's because I haven't had much time to play, still I manage to find some and finish Catherine a couple of weeks ago, and while I don't remember most of the details by heart I can say this is a great game.
While I'm not a fan of puzzle games I made an exception with this one , Because of sexy women on the cover? Yes, but that's not really all there is. This is one of those games with multiple endings, there are 8 endings but they follow 3 basic plots regarding your inclination of being a good boyfriend.
----------------------------------------------SPOLER ALERT----------------------
The main plot of the game is that you've been course, you don't really know the reason for this until very late in the game, you play the firsts chapters clueless on why until you realize that the "gods" have course you for not compelling with the divine plan of species reproduction (as if there where not enough people in the world already). For some time you suspect that you've been course for cheating on your girlfriend with her antithesis Catherine (the blond) although that doesn't make sense because you start having nightmares before meeting her, but still you are suspicious that she has something to do with the whole drama.
Her secret is revealed to you and depending on your decisions you end up falling for her for good, decide to amend things with your girlfriend or go solo. Base on that you can end up with the "[Bad][Normal][Perfect] Cheater" ending, the "[Bad][Normal][Perfect] Lover" ending, or the "[Bad][Normal] Freedom" ending, it really doesn't matter what ending you get you feel satisfied with the story, although the Bad ending versions really leave you a feeling that you should try again, while Perfect Endings are an extension of the Normal endings and they are really worth to obtain (or watch at YouTube).
----------------------------------------------SPOILERS END HERE---------------------
The game itself is fun to play, the level of difficulty is really constrain on the difficulty you play the game on and there is no penalty (non-achievement-wise at least) on playing on easy, you can still get any ending.
The story is solid and funny but the art style may not be appealing to all (specially anime haters).
I do recommend to play this one, its pretty short (around 6 to 8 hours) and its worth the time.
Yo soy Alberto y ese ha sido mi post. Happy Codding!
12-06-27 Tutorials
I haven't been posting in a long time but its because I was on vacations and there was nothing new to publish really.
Right now I'm doing some tutorials of DirectX 10, I've just finished Tutorial 4 and Its already incorporated on BTO.dll (ver 5) as a POC, here its a picture of it.
This kind of tutorials remind me when I was learning OpenGL so many years ago.
As soon as I feel more confident with this new way of working with triangles I'll resume the work of updating the model loader, DirectX and OpenGL based of course.
So far I'm only able to create a new window and decide what context to draw, but a whole display program should be as easy as:
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
App.nWidth = 1280;
App.nHeight = 720;
App.name = L"Window Name";
return App.Run( hInstance, hPrevInstance, lpCmdLine, nCmdShow, NO, DIRECTX, bConsole);
}
Yo soy Alberto y ese ha sido mi post. Happy Codding!
Right now I'm doing some tutorials of DirectX 10, I've just finished Tutorial 4 and Its already incorporated on BTO.dll (ver 5) as a POC, here its a picture of it.
This kind of tutorials remind me when I was learning OpenGL so many years ago.
As soon as I feel more confident with this new way of working with triangles I'll resume the work of updating the model loader, DirectX and OpenGL based of course.
So far I'm only able to create a new window and decide what context to draw, but a whole display program should be as easy as:
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
App.nWidth = 1280;
App.nHeight = 720;
App.name = L"Window Name";
return App.Run( hInstance, hPrevInstance, lpCmdLine, nCmdShow, NO, DIRECTX, bConsole);
}
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/05/07
12/05/07 Rewriting code.
So I've started the hard work of translate my old code to new and English-only version, It would be really simply if I just translate the thing, but every class and every function seems to have something that can be improved now...
I have my MyString class up and running, and with it a new file reader class FileManager, I'll be including both to the Dll and as soon as everything is ready I'll be releasing the code.
Meanwhile...
Yo soy Alberto y ese ha sido mi post. Happy Codding!
I have my MyString class up and running, and with it a new file reader class FileManager, I'll be including both to the Dll and as soon as everything is ready I'll be releasing the code.
Meanwhile...
Yo soy Alberto y ese ha sido mi post. Happy Codding!
2012/04/14
12-04-14 Resident Evil: Operation Raccoon City [GC]
This is meant to be a comment, not a review, it is my personal opinion and you are free to disagree, this is about the game mechanics and game play. I will not really discuss much about the story so dont expect spoilers here but can't say the same for the comments below.
I dont know what to feel about this game so far, I've just finished the first mission and it doesn't really feel like the trailer at all, don't get me wrong, this is the kind of game play I expected, but still it feels really loose and the story so far seems forced, the interactive cutscenes or button sequences feel random and the butons you are suppose to press are difficult to see at times, I know it is unfair to judge the game only by the first mission, the thing is that further game play is required in order to analice with more detail and with so many other games I got in queue, this one don't really invite me to keep on playing it at the moment. I'm in love with the concept, and I hope I can get more time to play it more deeply.
One thing I will complain about this game right now, and I don't think I got a glich or something, is that the AI seems... off. The enemies dont really respond to the fact you are standing right next to them and focus their task to shoot people across the room, also with my teammates, I got to a point in which all of them where supposed to be in the same room with me in order to open a door, even though there where no threats behind, they waited in the previous room for only God knows what, I had to literally push them into the room. Need to try this online with real people.
Yo soy Alberto y ese ha sido mi post. Happy Coding!
I dont know what to feel about this game so far, I've just finished the first mission and it doesn't really feel like the trailer at all, don't get me wrong, this is the kind of game play I expected, but still it feels really loose and the story so far seems forced, the interactive cutscenes or button sequences feel random and the butons you are suppose to press are difficult to see at times, I know it is unfair to judge the game only by the first mission, the thing is that further game play is required in order to analice with more detail and with so many other games I got in queue, this one don't really invite me to keep on playing it at the moment. I'm in love with the concept, and I hope I can get more time to play it more deeply.
One thing I will complain about this game right now, and I don't think I got a glich or something, is that the AI seems... off. The enemies dont really respond to the fact you are standing right next to them and focus their task to shoot people across the room, also with my teammates, I got to a point in which all of them where supposed to be in the same room with me in order to open a door, even though there where no threats behind, they waited in the previous room for only God knows what, I had to literally push them into the room. Need to try this online with real people.
Yo soy Alberto y ese ha sido mi post. Happy Coding!
12-04-14 Heavy Rain [GC]
This is going to be my very first comment of a game in this blog, I decided that there is a lot to talk about games, good and bad stuff and as I am researching for for Cut Scenes in videogames this game/Interactive-movie seems like a good place to start. No worries the main post is not meant to have any game spoilers, although I can't say the same for the comments below, so read this comment with a peace of mind but beware of the comments (if any). This is my personal opinion only and I'm not trying my best here, it is just a short description of my experience with this game and remember this is a COMMENT not a review.
I've just finish the game last night, and I can tell you, the story is amazing, the main twist by the end of the game is something you wouldn't really expect. I know that there are different endings to this game so after finishing it, with all my characters alive (not really a spoiler, but in this game your character can die and the story changes) I decided to google what are the different endings and was more out there. And come across the heavy rain wikia that has a lot more info.
The whole way you play the game is really easy to catch, the game mechanics are simple, and as the game progresses, you become more and more use to it, the problem is that at times the player has the opportunity to interact with the environment in more ways than necessary, there are some points in which the iconography don't help you, and end up doing something you didn't mean to.
Definitely a game worth trying, I played the normal controller version because at times the controllers on the PSMove seemed forced, but in any case, expect to move the controller... a lot!
More info: http://en.wikipedia.org/wiki/Heavy_Rain
Yo soy Alberto y ese ha sido mi post. Happy Coding!
I've just finish the game last night, and I can tell you, the story is amazing, the main twist by the end of the game is something you wouldn't really expect. I know that there are different endings to this game so after finishing it, with all my characters alive (not really a spoiler, but in this game your character can die and the story changes) I decided to google what are the different endings and was more out there. And come across the heavy rain wikia that has a lot more info.
The whole way you play the game is really easy to catch, the game mechanics are simple, and as the game progresses, you become more and more use to it, the problem is that at times the player has the opportunity to interact with the environment in more ways than necessary, there are some points in which the iconography don't help you, and end up doing something you didn't mean to.
Definitely a game worth trying, I played the normal controller version because at times the controllers on the PSMove seemed forced, but in any case, expect to move the controller... a lot!
More info: http://en.wikipedia.org/wiki/Heavy_Rain
Yo soy Alberto y ese ha sido mi post. Happy Coding!
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