One Step Beyond

Never, ever, ever give in. Sometimes, I accept that the day is done. And that the battle continues the next day. It hasn’t been lost, it’s just going to go on another day. Then I carry on. And on. And on. 

I’d made little visible progress tonight and I was about to call it a night. Then I pushed past and had the breakthrough. I now have the original Chimera drawing in 3D. The blocks are placeholder and all the same, the camera needs adjusting, but it’s there. Lighting, shaders, perspective, 3D, C++, 3 days.

Never give up. 

Push through.


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Day 3 of Mission “You’re Having a Laugh Mate”

May 29, 2013

9:42 AM

Towards a Full Game

Goals for today.todo

  • Create a class derived from VBO for static blocks
  • Render whole Chimera room with placeholders
  • Look at using z-buffers
  • Create graphics from original game, extruding sprite traced shapes
  • Get a basic particle system going
  • Investigate GPU based particle system
  • Investigate AO (look at shadertoy examples)
  • Look into Assimp
  • Create credits list

48 Hours

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From a former programmer who never thought he could get past 2D, to a family man doing 3D OpenGL graphics in C++, using vertex and fragment shaders, lighting, texturing, mesh export and import and a lot more, in 48 hours, I have to be very, very happy with that.

Tomorrow I think I will have the Chimera map being drawn using placeholder objects in 3D. What’s blown my mind is that if I want to go for straight up isometric, I can just use an isometric transform instead of a full perspective transform. And as for fragment shaders, well, I’m only using those for lighting yet, but I could go to town there.

I’ve not been this excited about something in a very long time.

Want to know how to keep young? Keep learning. Never be afraid to set stupidly high targets. And don’t be surprised when you hit them.

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