Tuesday, March 29, 2005

ooh - Version 0.15

Well It was alot of work, and still alot more to do, but here is the things I managed to get done. The particle system is the main improvement since the last version. It has alot of things , like color and size changing and alot more.

Here is the screen from this release:
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And as usual the version can be downloaded here:
fant.rar

It was nice playing with particles, I think I am going to add some more nice effects, or maybe something else.

Wednesday, March 23, 2005

Version 0.13

Well , there is still plenty of work going on, I am always adding something new.

- Now The Png loading routines, are taken from various parts of code, and put in one
handy class - less bugs , better readability.

- The Player now has properties , such as HP , armor , weapons , ammo, I added everything that he is going to need.

- The items picked like health pack , now change player HP

- Also I removed the incorrect flipped texture look.

Here it is : fant.rar

Monday, March 21, 2005

Version 0.12

Here is the new version I just made.

- I removed tga support and replaced it with png.

- Also objects can now be transparent

- Added debug support for objects

- Added artifacts - they should change player HP, armor , ammo or any other parameters , but they don't do anything now.

Here it is:

fant.rar

Saturday, March 19, 2005

Transparent PNG

Yesterday I spend all my day trying to solve the strange problem . The .png file that I created in paint shop pro didn't want to use alpha channel. First of all I thought that I did something wrong with texture generation or rendering options, then I though that it was all the DevIl false, but at the end I came up with the idea that I needed a true image with alpha channel, so I googled for it in the image section. From hundreds different png I selected only one that looked like it was using alpha. To my suprise it was forum post, and the guy that started it had the same problem as me ! ( I spend all day trying to find a solution on different forums and googling for it, but I found it only when looking for a picture).

The problem is in the Paint shop pro, savingr routines, they don't save alpha channel information. But there is a option, that I didn't notice : Export->PNG. It did automaticly change my png, and added transparent parts instantly. So it is working now.

But the time wasn't spend without a reason. I managed to get all the blending options and took screenshot of them. They produce really cool results some times. Here are few of them :

GL_DST_COLOR -GL_DST_COLOR
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GL_DST_COLOR-GL_SRC_COLOR
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GL_ONE_MINUS_DST_COLOR -GL_DST_COLOR
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GL_ONE_MINUS_SRC_COLOR -GL_ONE_MINUS_SRC_COLOR
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GL_ONE_MINUS_SRC_COLOR -GL_ONE
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GL_ZERO-GL_ONE_MINUS_SRC_COLOR
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Thursday, March 17, 2005

version 0_1_1

Well new version is ready

There are many things I added :

1. Flexible trigger system - Is my own triggering and event system.

For example I create trigger - then select trigger property

a) ON/OFF switch
b) trigger once
c) always on
d) auto return

Each trigger than can store object Id's with whom he can check , change values.

2. Added new sector - especially for triggers testing

3. Added debug support for map enteties now each map can output information in human
readable language = alot more easier to debug

4. Also rewritten objects Save/Load routines - now objects store all the properties
instead of few ones in older versions

5. Objects now also can have 3d look - especially made for making objects look like map blocks

Also I removed the memory leaks I had, now program should be more stable (Well I hope it would be)

Here is the screenshot :
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As you can see the camera can now rotate a little - Don't be too optimistic , it won't be included in some games , as the goal is plain 2d look, but who knows :)

And here is the latest version
fant.rar

Friday, March 11, 2005

Work is still on the way

Version 0_0_9 is released.

Added 2 diferent rendering styles - 3d and flat 2d.

The 3d style requires a good graphical card, because the depth testing takes most of the work, but the engine look is really improved. Also added mouse wheel control. Now is possible to zoom in or out

Here is the screen from current verison
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Here is the updated engine binaries
fant.rar

Thursday, March 10, 2005

Still working on the engine

Well it works , collision detection and physical properties of the object are now working properly, portal system is also functional. Next task is to create trigger(event) system.

Here is the screenshot from current version :


I am not adding new graphics , for now , until the core system is finished.

Here is the program itself :
fant.rar

Tuesday, March 08, 2005

The smallest Hello World Program

Recently I started a topic at gamedev.net, with a task to write the smallest windows Hello world program in the world.

The Hello world program is a regular resizable window, with all the options window has.

I started with a size about 2192 bytes, but after a few days the gamedev.net users managed to decrease it to an amazing 648 bytes. But still the program retains the same functionality as the original one.

Here are some links, and instructions how to make it out yourself, using the C++ compiler :

gamedev.net topic

Winapi_min.exe

Have fun :)

Wednesday, March 02, 2005

Physical engine development conitinues

Well Yes I am still working on it. There are quite a lot problems currently I need to solve, but overall the engine is working.

The problem , that I am trying to solve - is collision in the portal area .

Well here is the early stage, not much to look at, but it took me about 2 months of work fant.rar