Posts

Showing posts from July, 2011

NVIDIA and ATI

Few day ago I bought netbook with ATI Radeon graphic card. Before I always used cards from Nvidia and Intel. After day of installing tools to programming and profiling I ran for test L.B.A. Remake. And of course it didn't work. But after removing CUDA support that I needed to my thesis work, it started without problems. But when app started i saw other problem: There were some weird stuff on my screen, they didn't look like they should. After two days of searching reason behind it I found that: Nvidia allow more then it should. - I had invalid code (I probably write it very late in night because it was so stupid and when I saw it I thought how I could wrote it :] ). Code for each type of input to shaders (position, normals, texcoord0, ...) set glBufferData with size of all inputs and  data set to NULL. On NVIDIA worked fine on ATI not. NVIDIA and ATI have different bindings of Inputs - POSITION is always ATTR0 but other not. On end I decided on using in shaders defines wit

Why there is no next preview of LBA

I thought about adding new preview from around two weeks. I had very evil plan to create from it some kind of parody what I don't want to do. But I endure this thoughts and in final create it in somehow normal way. But get to the point. What is happening ? Is project still exist is it grow ? And answers are yes and yes. Project is growing well but probably not the way that could be topic of full preview. Because how to show that I fixed system of object managing or extended mechanic of engine ? There is no way that I can do that. Of course I could do like some other projects (how I hate post like that): I could create on fast some sketch and put very detailed information what I will do in final release. I will write it but in some next post I probably would wrote other things about how this all would look. But who care ? I wrote my vision that changed in a  few weeks. But where project ? I could make other movie about models I created but how long I can do that ? For each m

The Humble Indie Bundle #3

This time short post for people that didn't know (like I) that run 3rd edition of action Humble Indie Bundle. Where you can get 5 Indie titles and in the same time support some charity foundations. More info on: http://www.humblebundle.com/

How this all works: Part 3

Image
This time some more details about architecture of engine. First thing that I need to mention W.R.E. is not engine for L.B.A. project, I create tools that will be use in next productions. Because of that I take some decision that make it's structure more complicated but in the same time more flexible. In this moment W.R.E. is based on four modules: But as you see there is five elements :] Why ? Exe is only wrapper to game dll and do nothing else so I don't count it as module. Ok, so from begin: W.R.E. - Is main part of engine it's managing window, taking care of rendering, physic, sounds, file, materials and things like that.  Game Engine - It's the frame of game. Contain all templates for objects i.e. Models, Characters, Action objects. Other important function of this module is editor functionality. Editor GUI - It's interface of editor based on Qt. It's mostly call function that are inside Game Engine. Game - This is DLL so it could be simple connected

How all this works: Part 2

Image
In last post I wrote about how all this started. In this post I try to focus more on games and way of work on them. Lba is not my first game I played. But it have very special place in my memory. I tried to finish it at last twice. At first I think that I was to young to understand this game. But second time I was in haven when I played it. And from long ago I thought about remake, there was "Lba Remake" now is "Little Script Adventure" and there was and will be many other groups that try to create remake of this game. But I think that way of how they do it is somehow wrong. So I decided to create my own remake. I started to write games more than 11 years ago. This is one of many projects that I was developing in this time. On begin everything look quiet simple: you have some libraries and game and this is enough. What you need else to write "Noughts and Crosses", "Tetris" or simply plane on scrolling map (from right to left). But as time pas

How this all works: Part 1

This post will be beginning of series of posts about how L.B.A. remake is made. So lets starts with first part where I will try to talk about development of technology I use. Game is based on home made engine w.r.e. that use OpenGL as rendering environment. In this moment everything is controlled by shaders wrote in Cg.  But not always was this way, I started to write this engine five years ago on begin of study. In that time this was a merely 2D isometric game written in pure SDL. It was written on one of subjects and when I think about this now, earlier I wrote 10x better games. But it's was finished and from this everything starts.  Some time later after talk with friend which is very good graphic we decided to create 2D game. We based it on modified code of earlier production but this wasn't enough. Pure SDL is too slow so we switch to OpenGL. This was big step because engine from simply software 2D engine changed to fast 2D engine with support of some 3D objects. But c