Temporary hold…
For personal reasons, I won’t be able to work on Gateway for the next few days, so no posts for some time now… Stay tuned!
For personal reasons, I won’t be able to work on Gateway for the next few days, so no posts for some time now… Stay tuned!
So continuing on the work to port the game to OpenGL 3.2… I fixed the issue with my Ubuntu (the upgrade screwed up the owner of a .XAuthority file, and reset my nVidia drivers, so a chown and a download later, I was back in business)… Then the game decided to crash on “glGenSamplers”… But […]
So today I finished compiling the main game code, and I stepped into linking, and I started having issues, mainly mismatches between 32-bit and 64-bit libraries… I was trying to compile the game in 32-bit (don’t need the memory space of 64-bit), but after some soul-searching (about 10 minutes of it), I decided to go […]
Today was mostly a bug-tracking day, with some polish to help me on this… First thing I added was a display for the AI state… Now, when the player gets spotted by the enemies, it will get a visual queue… if the enemy loses the player, it will show the change again, etc… Considering the […]
More progress done on the OpenGL renderer… Today I managed to make lighting work again… Issue was the variable naming… In DirectX, when you have a structure array, there’s a constant binding with that name (for example, “lights”), for the whole array. OpenGL does it slightly different: it creates different variables for each sub-entry, so […]
I’m kind of stuck on my OpenGL porting… The code is all in, I’ve already fixed a lot of stuff, but still I get no results! This was supposed to be the main menu, but no textures are being loaded, basically… I also know I have issues with the vertex colors, but the main problem […]
Finally finished the “compile” part of the work… The system now compiles in a OpenGL executable, and the amazing results is: Which is to be expected, since I didn’t actually place any OpenGL code in it anymore, just breakpoints for when the code reaches that position… So, coding time! Now listening to “The Sinister Urge” […]
Still advancing in the game… This is very time consuming, I keep pushing my standards higher as I’m becoming more adept with my own tools, and get more ideas for how to turn the few elements I have in more interesting stuff… Started a new area, already progressing nicely… The gameplay is a bit different […]