Codehead's Corner
Random ramblings on hacking, coding, fighting with infrastructure and general tech
Posted: 23 Jun 2006 by Codehead
2 minute read

Some progress on the in-game model handling….

Skeletal Animation!

The previous in-game model format was MD3. The format uses snapshots of the mesh for each frame, creating huge model files which require the vertex normals for each frame to be calculated at startup. The normal calculations alone took 30-45 seconds per model. The files were over 1Mb each and had a huge memory footprint. It also made the workflow for modelling a nightmare and very much a one way process.


Categories: Projects AMBER
Tagged as: #C++ #OpenGL #DevBlog
Posted: 17 Jun 2006
1 minute read
The locust model has been converted UV mapped and skinned. (Click for a bigger pic) Joseph’s original is on the right. My skinned, lowpoly version on the left. Whad’ya think? You can download the mesh from the Mech List.

Categories: Projects AMBER
Tagged as: #DevBlog
Posted: 17 Jun 2006
1 minute read
Name: | Locust Class / Weight: | Light / 20 Tons Origin: | Inner Sphere High Poly Version: | Joseph Woodrell Low Poly Version: | Codehead Poly Count: | 1483 Skin: | Codehead Download Mesh (3DS Format)

Posted: 14 Jun 2006 by Codehead
1 minute read

I’ve decided to create this dev diary as a blog rather than keep updating the ‘News’ page. It’s easier for me to keep this up to date than to keep adding stuff to a webpage.

Currently, AMBER is going slower than ever. I’ve re-jigged the GUI system and I’m in the middle of developing a content manager to ease loading resources into the game.

On the eye candy front, the Locust and Warhammer models are currently getting their UV maps sorted out.


Categories: Projects AMBER
Posted: 6 Jun 2005 by Codehead
2 minute read

GLSandbox Logo

GLSandbox is a tool that I developed to help out on my OpenGL projects. I seem to spend a great deal of time tweaking blending parameters and fiddling with alpha testing to get things to look right.


Categories: Projects GLSandbox
Tagged as: #OpenGL
Posted: 1 Jan 0001

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