Codrer Industries

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About

Here I code indiegames (independent games). I drink caffeine. Lot of debug also.
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story mode: posts are in chronological order!

Fiiiiiiire!

Day 033
Horizon Keepers
Wednesday July 9, 2014

I'm now chasing cubes in dog fight. Everything runs fine... my own fun is rising!

This tricky thing here is to target particles. We can't rely only on visuals as light particles don't have this fog layer helping to "feel" its distance. Hard to explain. There's nothing to estimate size and distance of a point light in the sky.

The HUD indication helps a little. But the issue remains. Will sleep on it.

  • camera effects
  • complete HUD

3D Studio

Day 041
Horizon Keepers
Monday July 28, 2014

Time to pause the code to do some graphical work, like this basic unit to fly with. Still a little gross... will refine while texturizing it.

That's a quite common design in order to let players start with a very basic unit. Of course you’ll get more styled ships further in the game.

By the way I just realized something cool (could has been pretty obvious though, but no): working on a MMO shoot’em’up… I won’t need to add bot units, but only to set up and connect the wires...

Dock station

Day 043
Horizon Keepers
Friday August 1, 2014

Done. I don't like that much working on models. That's even quite painful actually. Fortunately HK will only need a couple of units so I won't be stuck on 3DS for long.

For now everything is low poly as hell. I find it easier to upgrade and enhance objets later than having to destroy 1000s of faces afterwards.

Ogre

Day 045
Horizon Keepers
Friday August 8, 2014

I must say that there’s a gap between MAX’s rendered mesh and real time. I really really enjoy Ogre engine, but I also miss ready-to-use shaders. When I see whay Unity users get in just one click, I feel a little… depressed.

Now I'm working on PSSM shadows shader. I added also a simple specular map emulation. It still needs fine tuning but that’s better than nothing.

Game first, design later!

Texturized

Day 048
Horizon Keepers
Tuesday August 19, 2014

I can’t bear UWV unwrapping.

So... introducing my very first "face textured" mesh! I had never achieved something nearly close to that level of detail with a single 1024² texture with this method. Now I know for sure that's possible.

Ok. Get a land, a ship and a dock station. Back to code now?

Services::Services()

Day 049
Horizon Keepers
Friday August 22, 2014

Some intensive work here. Since this dock station is not here for the sole purpose of design, I'm working on my "Services" class: interaction with objects, docking ships, ammo reloading and all that kind of stuff to bring a more coherent world...

Oh and by the way, personal war against memory leak & loading time is declared. Some issues there.

  • Mesh loading OK
  • Far clip plane optimisation
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story mode: posts are in chronological order!

Horizon Keepers


Last postSaturday April 2, 2016
Closed Beta?

Projects

Tactical Warflow
Year 2020
23 entries

Horizon Keepers
Year 2016
50 entries

Intelligent Cubes
Year 2014
74 entries

Goto

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Techs

Visual Studio ◾ C++ ◾ Javascript ◾ PHP ◾ Dead Nosql ◾ Ogre3D ◾ 3DS Max ◾ Corel Paint Shop Pro ◾ Linux Debian ◾ Steamworks ◾ Sony Vegas ◾ FFMPEG ◾ Renoise Tracker ◾ Audacity

 

Talk


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gerett> Salut, j’ai trouvé, et ça tourne sous Linux, via Play on Linux.
Installation, mise à jour, et relance du logiciel (install de la version 07, puis MAJ vers la 0.9.261).
J’ai même réalisé un script POL d’installation automatique.
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