Displacement Mapping Bug-fix, Performance Improvement, Sobel Convolution
Since my last post I have been hard at work with shaders and lighting, and there’s now a few things I can show. Firstly, I figured out a way to deal with lighting after displacement. The downside was that it only works on a planar terrain, not on a spherical terrain. After playing around with [...]
Height Mapping and Sphere Morphing.. Finished!
After a few more hours during the weekend, and a final few today I have finished my implementation of basic height mapping and spherical morphing. When new quads are created, they are shaped by the parametric equations of a sphere, and sent to GPU memory. When quads are deleted, those GPU memory locations are freed. [...]
Redesign, significant re-factoring, and lighting shader
When working with my code yesterday, I realised something. The code as I had it was inefficient, dreadful and most of all, not understandable. I was experiencing bugs that were impossible to track down, and ran into substantial trouble when I moved my sphere morphing code from shaders to CPU. I had to do this [...]
Texture Splitting, Displacement Mapping, Plane to Sphere mapping
A few things to discuss today. I have implemented shader functionality for my system, and started to learn how to use them. In particular, I’m currently concerned with the operation of the Vertex Shader, and use it to displace the vertices into the shape I need. I do two displacements – One that transforms the [...]
Quad Tree, Vector Data Clipping and Refinement
Another small update on the status of my project. As the deadline approaches, I’ve been attempting to learn more about shaders. I will be using these for displacement mapping and some post processing effects (normal correction, and a per-pixel lighting solution). Since the project requires the entire planet to be rendered at any given distance, [...]
3rd Year Project Status
Amongst my other activities in my 3rd Year, I’m also working on a project for my dissertation. The project, for those of you who don’t know, is a graphical simulation of the hypothetical Terraforming Process of a planet. It aims to explore financial and theoretical feasibility of the concept, and is designed in a way [...]
Game Development Society
First of all, it has been a long time since my last post. This is mainly due to the fact that not much has happened on my end, with my previous project ending up in development hell, and a brand new third year project to worry about. This project involves the use of a climate [...]
Development Update
It’s been a while since my last post on the website, so I decided to give a small update on the projects I’m currently working on. Firstly, this website is going to get a makeover in the next month or so. I will try to make it more intuitive, so that I can create a [...]
Development Started
I have now started development of a video-game that goes under the codename “Gate”. Whilst the name might imply that it’s going to be similar to Portal, it will not be. In fact, it’s not even close to what portal is. The game will be story-based, and will feature a blend of Adventure and RPG [...]
A* PathFinding finished
Hi all, I have just finished what is the last major part of the AI project, and that’s A* pathfinding using a NavMesh. Whilst in the current implementation it won’t look very smooth, it’ll at least look reasonably decent, and it does work the way it should. The only things I have left to do [...]
AI Demo – Design Principles
So yesterday I finished the Path Finding algorithm, only to realize that it wasn’t doing what I wanted it to do.. at all. Following on that I tried out several different implementations of the algorithm, all of which yielded the exact same results. I narrowed the problem down to the piece of code where the [...]
AI Demo Progress
Just a quick update regarding my AI Demo. I’m almost finished with it, but have a few crucial things left to implement, as well as define proper behaviour in LUA. The Behaviour right now is defined in the following way: if character:hasGun then changeState(“FindArmor”) end which obviously is very simplistic and only really showcases the [...]
Uncharted 3: Drake’s Deception Announced!
I can’t help but express my excitement for yesterday’s VGA reveal of Uncharted 3. The game is set around the legend of “Atlantis of the Sands”, and takes us from, possibly, London, to the Deserts in Arabia. The game features renewed physics and graphical effects, with what appears to be a strongly improved lighting engine. [...]
AI Demo Progress
As I may have mentioned to some of you, I started working on an AI demo this week. The idea is that I have some bots running around and interacting with each other (e.g. blowing each others heads off). I’m using the Irrlicht Engine to run my demo, as it is easy to use and [...]
Gran Turismo 5 and Playstation Move
Just a quick post regarding my day. After my lectures, me and my girlfriend decided to go see Harry Potter later this evening (The movie was slightly disappointing, although it had some good scenes in it.. It felt a bit too much like a prequel to the real movie, Part 2). After getting the tickets, [...]
14 out of 15 for Handwritten Recognition!
Results Machine Learning, Project, Handwritten Recognition