Sunday, May 27, 2012

Blog update

For interested people I created on blog pages with information about little big adventure remake and my indie portfolio.

Wednesday, May 23, 2012

W.U. 0x20

And as I said last time new preview is available:

As you can see a lot has changed. Right now I mostly focus on gameplay so I do test of AI (some of them you can see on end of movie), changes in fight, items managing, fix some problem with physics and many other things. To say truth I don't remember them all :P So I'm going back to work and till next week.

Sunday, May 20, 2012

W.U. 0x1F

This time very short because around Tuesday I will upload new preview movie and you will see on what I worked from last preview. And I work very hard so everything work almost perfect so till next week.

Saturday, May 19, 2012

Funny thing ...

From time to time I look at other indie projects. And lately under some screenshots I saw funny text: don't look on fps because game is not optimize.

Ok, optimization will be done on end of project, this is only some quick prototype or things like that. I could understand this but not when on screenshot I see few simple objects sometimes terrain with sky.

Sometimes people write that they have old computer that's why their fps is so low. But in most cases they don't give specification and sometimes this machine isn't such a weak.

So today to my head came question were indie going with people developing game in such a way ?

Thursday, May 10, 2012

W.U. 0x1E

In this week I done some important changes in technology and most of it was a very technical things so I will not write about it because it would be boring. But right now I returned to game and working on some fully gameplay features like updating item system, control system and AI of enemies:] On end some small art that I done in meantime of developing game.

Wednesday, May 2, 2012

W.U. 0x1D

This was one of the worse of week in few years everything because of nasty bug in engine. But lest start from begin. So happened that Little Big Adventure remake was tested on laptop with Nvidia Go7300 and from begin started fun with this card :]

OpenGL have two extensions of frame buffer objects (extension to support writing to textures) ARB_framebuffer_object and EXT_framebuffer_object. Most new cards support both of them but some older had support only to EXT which wasn't included in my renderer. So I rewrote it and final effect was like that:

This was around 10 April and from that time I had few attempts to fix this bug. I hadn't access to machine and in the end I didn't fixed it.

But so happen to be that my brother came to home and have laptop with Nvidia Go 7400 on which is exactly the same error. I begun fixing this bug 3 days ago, right now on my clock is past 3AM (yesterday I went to slept on 5AM :]) and at last I found reason behind it. Bug was connected with depth texture, I created some test configuration and effect on shadow mapping was like this:

I checked almost everything connected to it and didn't found solution. I looked on forums but nowhere were described problem like this :/ but on end in one forum there were mentioned that depth texture shouldn't use GL_LINEAR but GL_NEAREST. There was too some discussion that GL_LINEAR is also correct but I tried GL_NEAREST and what happened:

Almost 3 days of looking because of such a thing. So good advice in depth textures don't use GL_LINEAR  but  GL_NEAREST because on some hardware/drivers you can have problems like my and it's not pleasant to look for such a bugs.