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P-152: Virtual World Concept Update 80: Chunked Levels of Detail Using Quad Trees Part 47

by on Dec.06, 2015, under Astral Realms, P-0, Software Engines, Spiritus Astrum

I am continuing my work into the subdivision code. It seems that there is a flaw in the algorithm that I am using to generate the points for the quad sphere. I believe this is what caused the seaming issues that I was having previously, as well as the current issues I am having with […]

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P-152: Virtual World Concept Update 79: Chunked Levels of Detail Using Quad Trees Part 46

by on Dec.05, 2015, under Astral Realms, Software Engines, Spiritus Astrum

I have made some progress with the subdivision code, but it is proving to be more complex than I thought. As the images below show, I have proven that the node edge points and center points are in the correct places. It also appears that the subdivision of the nodes from tier to tier is […]

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P-152: Virtual World Concept Update 33: Chunked Levels of Detail Using Quad Trees Part 2

by on Jun.14, 2015, under Astral Realms, Software Engines, Spiritus Astrum

I have made some progress with this. I have implemented my quadtree test program into my T3D Spherical Terrain project, and verified that it is working. I am now working to integrate it with the raw vertex data for the Spherical Terrain instance. This is progressing slowly. I first have to modify the existing system […]

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P-156: Update 16: Final Checks/Releasing OpenGL project

by on May.10, 2015, under Software and Games, Software Engines

This project is almost ready to release. I have optimised the executable as much as I can, and the total compressed filesize is now about 600 kbs! One of the goals of this project was to experiment with the idea of the “demoscene”, to create a very small, compact, but self-contained game. I think I have […]

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P-156: Update 18: Obfuscation/Copyright Protection

by on Apr.13, 2015, under Software and Games, Software Engines

There are software programs out there called “Decompilers” which are designed to reverse engineer an executable and produce, ideally, the original source code in it’s entirety. There are also programs which are designed to search for string literals in an exe, and extract them. These programs are quite common, and can be surprisingly effective at […]

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P-156: Update 17: Text Input Part 2

by on Apr.05, 2015, under Software and Games, Software Engines

Text input is now working. I couldn’t find an “easy” way of getting text input working, so I had to add a toggle to the game code, to detect whether the player is allowed to enter text. When the player is in a text input mode, the keyboard input from the letter and number keys […]

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P-156: Update 15: Text Input

by on Mar.23, 2015, under Software and Games, Software Engines

I have been working on adding basic text input to this project, and it is turning out to be surprisingly difficult. I know that I can use glfwGetKey() to get a specific key, such as: if (glfwGetKey(window, GLFW_KEY_UP ) == GLFW_PRESS), however, I had some issues figuring out how to accept a text string from the […]

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P-156: Update 14: Level Design, Level Builder

by on Mar.23, 2015, under Software and Games, Software Engines, Uncategorized

This week I spent most of my time working on the level building tools for this project. I have created a relatively complex object-based system, where each object contains a model file, a scale, a position, and various pieces of additional information. The objects are then stored in a list, and elements of this list […]

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P156: Phoenix Engine Update 13: Texturing Part 2

by on Mar.15, 2015, under Software and Games, Software Engines

After quite a lot of work, I have managed to implement texturing in this project. I had to fix numerous bugs, and again deal with the OpenGL state machine, but eventually I did implement the texturing. Meshes can have submeshes, and objects can have multiple textures per file. I have not tested complex effects, such […]

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P156: Phoenix Engine Update 12: Texturing

by on Mar.08, 2015, under Software and Games, Software Engines

I have finally begun to implement texturing in the Phoenix Engine. I had initially planned to use procedural texturing, but after some research, I realised that this would not be a workable solution. I am instead implementing a standard texturing system, by loading the .MTL file (that is exported automatically from the modelling tool with […]

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