Archive for April, 2006


April 23, 2006

Last night was my first attempt at delving into my sub concious self. I just sat on my bed, thinking about nothing nad letting my thoughtswonder. I only tried it for about 5 minutes, 10 minutes is the "good" amont of times it seem, but I can't approximate time. Gonna give it another try tonight. It was an interesting experience, I don't know if I'm "doing it right" nor do I actually care, because that will come to me over time. It felt really calming and refreshing to sit in silence, in a strange way.

If you're interested in it, here's a great site: Meditation Center. It has guides on getting started, different techniques you can use (I'm doing the Mindfulness Meditation) one at the moment. If you're skeptical about meditation, I really suggest you give it a try, read over the techniques above and stuff.

Anyway, "peace."  😉

Rentacoder, MDX

April 22, 2006

Well, I've been dying for some cash, so I thought instead of getting a job in a superrmarket, why not make a headstart on the kinda stuff I want to do in life? I popped over to rentacoder to see what jobs were going, and there's a nice little HR project and after speaking with the leader of it, I've managed to secure the work. Pretty coll, and I'm excited so he's probably going to get some great results and I'll be paying myself too little, ahh well 😛

Also, I finished my work on a deferred light shader which you can now grab from here. Here's the obligatory shot

Thanks WordPress -_-

April 18, 2006

Heh, blog was down all of yesterday due to maintanence stuffy, but at least they fixed some of the problems I'd been experiencing 🙂 I wanted to get a few posts out, but… couldn't, natuarally. So, my ATi extensions are out here. Didn't stir much interest, I never thought it would, but meh. they are out there! I need to add instancing in.

So… metaprotean. I bet you're dying to know what this is! Well, I doubt that, but I will tell you anyway 🙂 Metaprotean is my shader editor for effect files. The name comes because the bulk of the parsing work is down to meta programming. A class is generated at runtime, and this contains all the parameters of the shader, and does some binding stuff. It's very cool ^_^ Here, have a screenshot:

As you can see, got a few things to tidy up, but it's really coming along nicely 🙂

Also, I'm working on some shaders atm, just some basic light models covered in "Advanced Lighting and Materials With Shaders" but instead of copying the shaders out of the book or something, I'm trying to write them, from the formulas. I can understand the ones in this book ^_^ At the moment I have Warn lighting and Phong lighting, next up is Blinn-Phong then Oren-Nayer 🙂


April 16, 2006

I just spent the best part of 3 hours (1 hour spent debugging a retarded problem, sigh) on a managed "port" of ATi's R2VB functionality. What does this mean exactly? It mens that on Ati hardware, I can deform a grid of 100×100 vertices, easily in realitme; by that I'm talking well over 300fps. Hows that? 😉 Anyhow, release and such coming tommorow, it's 2am on Easter day, and I am shattered.

Cycling, and stuff

April 14, 2006

Had a nice day today, weather was really good and I decided to get outand do something with it. Me and Martin went cycling, not far, bout 14miles but that's a fair bit when you haven't cycled for months! Also got in a bit of football which was nice. I really want to get my laptop now, so I can go cycling, recover and do some coding in the fresh air (I find it quite refreshing and motivating, sitting in the quiet countyside) then had back. Maybe that will happen in the summer 🙂

In other news, the game engine is really making some swift progress. The structure for a lot of the stuff is down now, and it's all down to getting the implementation right. I tidied the scene graph up, and the kernel and the resource managers are ready to be added. It's all extendable too 🙂 And just before I go to bed, I got my rating over 1100 now on gamedev! I'm chuffed that people are finding me so friendly and stuff, just gotta push it up to 1200 now 😀

Blog again!

April 13, 2006

Yay, I have a blog, again. Not that I need another one, but ah… what the heck 🙂 I decided to get another one because Blogger is pretty naff, I never liked it. Anyway, quick intro seems to be the most sensible thing to do, seeing as I'm trying to get people to read this blog. I'm aCiD2, a DirectX and .NET enthausiast – hobbiest at the moment, but hopefully I'll get it as a job when I'm older. I plan to use this blog to show off my works and write small articles that don't quite deserve to be published anywhere.

My current works are with Fraction. This was my first big engine, but I gave up on it after a while, and moved onto other projects. Since then I've learnt new tricks, and feel like using all my knowledge to rewrite Fraction. Here are my plans for Fraction, some of it I've done before, some needs enhancing and some is totally true. Here are some things that stand out at the moment:

  • Totally programmable, HDR pipeline
    I've done a bit of this before. My last engine was mainly programmable, but I think I was using some fixed funtoinality. Also, I've very recently done HDR (but it was a mess) and think I can improve that a lot. So, to accomplish this I'm going to make the VideoTask the only kernel task with access to the D3D device. Should be interesting.
  • Spatial partitioning
    This one I've never done more than a messy quadtree and frustum culling. I want to make this one a bit more powerful. I plan to give occlusion queries a try, and kd-trees. I think this might be pushing things, but this area is new and important.

In the end, I just want to have a little demo of a terrain, sky dome and water, all hdr, and all dynamic (except the terrain, that's never interested me). Anyway, thanks for reading.