Yearly Archives: 2012
This weekend I worked on a major optimization; I was supposed to work on this after the first milestone was done, but I had serious enough performance issues to warrant the work now instead… The problem is related to the amount of objects. Most objects in Spellbook are composed of loads of triangles, but in […]
This weekend was spent mostly with family, so not much progress was done on Grey, besides fixing one million small bugs and nuisances in the editor, per artist suggestion… It will take me forever to get used to the new key/mouse bindings! Anyway, had some tricky problems in the editor that were only apparent when […]
If you want something you’ve worked on for some time (specially tools) to break, give it to an artist! We were supposed to start working on assembling the arena for Grey in the beginning of the week, but as soon as Rincewind grabbed SurgeEd, I found one million bugs and I spent most of the […]
After a big fight in these last nights, I got rid of most of the critical bugs in the editor, which means that me and Rincewind will start assembling the arena for our first milestone… I wonder how long until we find the first critical bug! The idea behind the first milestone is to have […]
Rincewind is almost done with the skeletons and is working on some props: The armor pieces, swords and shields are done through mountpoints in the model itself. The skeletons are low-tier enemies in Grey. A necromancer can animate skeletons nearby, but usually only the spirits of people slain violently heed the call of the caster […]
This week has been a bit slow in “cool” stuff, mostly due to the fact I’ve been working in more backend stuff… Anyway, I’m adding aggregate objects into the editor (so I can make an object that is, for example, the combination of a mesh, a particle system and a light – a torch; and […]
Work has been lagging lately (well, this weekend it was “Mass Effect 3”’s fault), but I finally have something to show on the effect system: As usual, the quality of the capture isn’t as good as I wanted, but it shows the effect anyway… I’ll write more on the effect system, with an explanation on […]
…is a skeleton… Rincewind’s working on the skeleton model: Although there’s no textures, it already looks pretty good!
This weekend I’ve made a break from the new effect system and tackled a big task task that was needed to really progress in the effect system (specially particle systems): the alpha-blending engine. Alpha-blending is the operation we use to do transparency in realtime 3d rendering systems: Those 3 planes are transparent to different degrees, […]
In the depths the Earth, he was spawned Son of corruption, and of evil ones Not living, burning Not eating, consuming Breath of fire, flames of hate Merciless eyes, unspoken fate More than a slave, more than a master Of Death he is caster Ancient Lava Imp summoning, author unknown Sorry about missing the Monday […]