4.24.2011

Uninitialized

Lost a few creative hours to a weird bug yesterday, even went and installed the service pack for visual studio to see if it would fix it. Turned out to be an uninitialized variable. Should have known, I always fall for that.
Anyway the material editor is coming along nicely, I decided to take the hard route and create the UI for it as well while I'm on a creative streak. The engine framework I'm building upon didn't need a single change/fix up to this point so all is going well.

4.22.2011

Still flying blind

The skeleton of the engine is basically complete, now I need to start working towards a very first rendered mesh. This is going to take a few more days, but I have the whole weekend in front of me dedicated to this purpose. Also did some size checking with the current version, according to kkrunchy I'm at 3364 bytes including every bit of code up to this point. Packing the whole thing into 12 KBytes seems like a strict but achievable goal which would make it our smallest engine yet. By half. Add 12 KBytes to that for the synth and music and you have 40 KBytes left for gfx art which would open up some very interesting possibilities :)

4.21.2011

Engine graph

This is where I am in the brainstorming process of the engine. Could be worse.

4.20.2011

Blind run

Working on the base of the 3D engine now. This part is a pain as I won't be able to see anything before everything is in place at least in parts. Got a decent new spline class up and running, and the material system I'm working on may finally fix all of the issues of the last system. Our customary scene in scene system will make scene graph traversal a bitch to implement, but it speeds up the workflow for the artists a lot.
So for now I'm flying blind and just putting framework and base engine code together, but it's shaping up to be something very cool.

4.09.2011

Yep, it works

Texgen is up and running, opstacking didn't become a mess as I feared, and I have some very solid ideas on how to proceed. Things look promising.

4.07.2011

Streamlining

Today was the day from hell in terms of work and school, but I still managed to get some streamlining done. The affected areas are mostly on the ui side, added syntax highlighting for #defines in the text editor, added a generator load graph and made single line text input a lot more user friendly. Also fixed a possible endless loop in the generator system. Hopefully tomorrow I can get the SAVE and LOAD operators up and running after which comes export and import for the texgen, and after that I can move on to 3D.

4.06.2011

Inconsistency

So it turns out that >= comparison operations for very close float values under a win7,dx9,nvidia setup can give inconsistent results, even if the values tested and everything in the setup is exactly the same (think recorded pix run playback giving different results on different reruns). This one cost me two weeks to figure out, but finally I can move on with the tool.