So, after a while of silence - meaning no posts, not no work - here is what we now have :
Tim has created a profiling tool that takes our log files, and spits out a graph...
He has used this to increase the speed of the parser further using a string pool, as creating new string objects was the biggest time waster...
The Convert*toString and ConvertStringTo* functions have been condensed into a single template, which again increased the speed...
We have a menu system set up, with a transition to another menu hooked up, using a transition object, and button widgets... Tim spent ages on this, and we redesigned the layout of the engine a bit to make it work properly...
Our text is positioned relatively, and that took a fair amount of work...
We now render all our 3d first, and follow it up with the 2D over the top...
Tim had been having graphical errors for a while now, and in investigations into the 2D rendering side, discovered that Macs hate having a near plane closer than 1 to the camera... Ours was 0.2... after changing this to 1, no more issues...
I whipped up a hanger in 3DS Max, comprised of various objects, and only one material at the moment... This was loaded into the game part, and worked first time...
I had to mess with the lighting a little though...
This provides a static background for our menus at the moment...
Widgets and Images...
Posted by Creeping Death at 12:31 AM
We spent a lot of time on a few things today...
I spent some time playing with the loading of objects and textures, so now we have a way to load objects with multiple meshes that we can change the texture on the individual meshes in the object...
Also, we now create copies of loaded Game Objects, each with maps pointing to meshes as well as textures, using the mesh as the key to the textures, instead of everything pointing to the same Game Object...
Tim spent his time setting up the widget system, and a font class... He is still working on it, but what he has works really well...
Our fonts are defined in a simple text file, and use that to map the characters from an image file...
The Widgets all have update and draw functions, and all our logic is being moved into different widgets...
He also created a way for widgets to handle input events... and created a button... And it worked... Pretty much everything we did today worked...
I also created a BMP file loader so now we support 2 types of image...
This was mostly copy paste from Tims TGA loader, as the file definitions are almost the same...
I spent some time playing with the loading of objects and textures, so now we have a way to load objects with multiple meshes that we can change the texture on the individual meshes in the object...
Also, we now create copies of loaded Game Objects, each with maps pointing to meshes as well as textures, using the mesh as the key to the textures, instead of everything pointing to the same Game Object...
Tim spent his time setting up the widget system, and a font class... He is still working on it, but what he has works really well...
Our fonts are defined in a simple text file, and use that to map the characters from an image file...
The Widgets all have update and draw functions, and all our logic is being moved into different widgets...
He also created a way for widgets to handle input events... and created a button... And it worked... Pretty much everything we did today worked...
I also created a BMP file loader so now we support 2 types of image...
This was mostly copy paste from Tims TGA loader, as the file definitions are almost the same...
Resting...
Posted by Creeping Death at 5:18 PM
Its been a while, but we have been working...
Tim has created an image loader and manager, and we can now read in TGA files...
Using similar map methods to our loaded meshes and display lists, we have set this up to only load an image once...
From this, Tim has also created the means to draw images to the screen, and even parts of images to the screen...
I took this code of Tims and added the texture to the objects that we have loaded in...
I have also started thinking about fonts for the engine, and potential GUI theme sheets...
Tim has also started the shell of our engines system for dealing with multiple scenes, such as game menus, game screens, FMVs and such...
Tim has created an image loader and manager, and we can now read in TGA files...
Using similar map methods to our loaded meshes and display lists, we have set this up to only load an image once...
From this, Tim has also created the means to draw images to the screen, and even parts of images to the screen...
I took this code of Tims and added the texture to the objects that we have loaded in...
I have also started thinking about fonts for the engine, and potential GUI theme sheets...
Tim has also started the shell of our engines system for dealing with multiple scenes, such as game menus, game screens, FMVs and such...
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