I find myself doing less cooking at home since I don't get home from work much before dinner time. Though my wife has been going to night classes so she's not home to make dinner, which means I get to cook those nights. Unfortunately I don't have a lot of time to put dinner together so I have to do quick things. I've found a couple of marinades that that set in quickly and taste pretty good.
Monday, March 10, 2014
Friday, March 7, 2014
Google API
Some time ago I was building a spreadsheet in Google Drive to handle the math when creating characters for Savage Worlds. I got really annoyed with how much of the math needed to be repeated and really made me wish I knew how to create functions in a spreadsheet.
It occurred to me that building it in a application would make the calculations much cleaner. I'd just need a way to have it save the data somewhere online, since I'll need to access the character sheet at places other than my home computer. Wouldn't you know it, Google has a .Net library to access it's spreadsheets!
It occurred to me that building it in a application would make the calculations much cleaner. I'd just need a way to have it save the data somewhere online, since I'll need to access the character sheet at places other than my home computer. Wouldn't you know it, Google has a .Net library to access it's spreadsheets!
Monday, March 3, 2014
3D Model Files
I started planning out the classes and objects I'll need to make for that 2D platformer I planned to make. I quickly ran into a problem with image files.
You see I'll be doing all the artwork for this, and I'm not terribly quick about making new images. This shouldn't be a big deal since there won't be much to see in this. However, I'd like to animate the character when he moves which means I'll need to draw each frame of him running and jumping. I'm not sure I want to draw all that, mostly because I have a hard to reproducing the same figure. It would look really strange if every frame appeared to have a different character in it.
I hit upon the idea of breaking my 2D character into a bunch of polygons and by moving the polygons around the character would move. This lets me take one image and cut it up into the animate-able parts, so it will always look the same.
Simple enough, this sort of thing has been done for years now. Where I got completely stuck was in trying to figure out how to store all the data needed to accomplish this.
You see I'll be doing all the artwork for this, and I'm not terribly quick about making new images. This shouldn't be a big deal since there won't be much to see in this. However, I'd like to animate the character when he moves which means I'll need to draw each frame of him running and jumping. I'm not sure I want to draw all that, mostly because I have a hard to reproducing the same figure. It would look really strange if every frame appeared to have a different character in it.
I hit upon the idea of breaking my 2D character into a bunch of polygons and by moving the polygons around the character would move. This lets me take one image and cut it up into the animate-able parts, so it will always look the same.
Simple enough, this sort of thing has been done for years now. Where I got completely stuck was in trying to figure out how to store all the data needed to accomplish this.
Friday, February 28, 2014
Wilderness Tour
Irregularly I'll pass some time by writing. Not just the dull explanations I offer up on this blog, but creative stuff. Short stories or story fragments for the most part, and typically connected with some tabletop game I'm involved in. Though from time to time it's just a story that I just felt like writing down, this is one of those.
Monday, February 24, 2014
Bouncing Polygons!
Finally! I've got stuff moving on the screen. It seems that I was over-thinking things with my previous attempts at getting the cube to move around. All I really needed to do was pass the data into the vertex shader and let it handle the rest. Whatever, It's all working now.
With this we wrap up two topics. Textures will be done; well more done, my texture code was done after the UV coordinates. As well as transformations and animation. Or at least the basics of animation are done, this just shows how to move and distort meshes, actually making it look like real movement takes a bit more planning and effort.
With this we wrap up two topics. Textures will be done; well more done, my texture code was done after the UV coordinates. As well as transformations and animation. Or at least the basics of animation are done, this just shows how to move and distort meshes, actually making it look like real movement takes a bit more planning and effort.
Friday, February 21, 2014
Matrix math and OpenGL
I'm still working out how to apply these transforms in my model class. I think it'd be best if I found a way to pack the necessary information into a uniform buffer when rendering an object, this would allow the shaders to perform the necessary transformations. The trick of course is to pack the data in such a way that everyone can make sense of it, and that's where I'm stuck at the moment.
Regardless, of my inability to copy data legibly I can still explain the core of what needs done. OpenGL uses matrix math to perform transformations on your models. These transformations are what allows in to move around on the screen. So let's talk about matrix math.
Regardless, of my inability to copy data legibly I can still explain the core of what needs done. OpenGL uses matrix math to perform transformations on your models. These transformations are what allows in to move around on the screen. So let's talk about matrix math.
Monday, February 17, 2014
Texture UV Coordinates
Last time I threw a texture onto a cube and was very unhappy with the results. Since the point of the post was to load a texture let's start by fixing that. In doing so we'll discover two details. First with all the data being loaded from the OBJ file we can fix the texture without touching a single line of code. Secondly when I slapped together that texture I did a bunch of things wrong.
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