So far, I have managed to persist all my data, export it, move the editor into the actual game and fixed a number of bugs that I have exposed by trying to use my Lump tool to build actual content. I try to build one thing and run into a slight snag because I can't… Continue reading Crunch week
Category: Programming
Busy days, busy nights
The last two weeks have been very busy. I managed to finish and send in a grant application, from which I will hopefully hear the results within the next three months or so. Got a lot of help from my sister with the budged planning side of things and reviewing all text. Intermixed with that… Continue reading Busy days, busy nights
Getting a lot of stuff done
I have a list of about 15 tasks, written in my notebook at home. I have managed to finish 3 of them in the last 3 nights, but I am afraid to bet that all 15 will be finished in the next 15 days. The next 3 tasks involve wrapping up this custom block creation,… Continue reading Getting a lot of stuff done
End of summer
For the last 5 weeks, I have been on vacation for the most part and moving house. As in, "relaxing" and not doing much work on my game projects. I don´t like moving, and I sure as hell hope that this time around we will stay in our current residence for longer than one year.… Continue reading End of summer
Unreal Engine
As I was playing with Unreal Engine and browsed through the programming guide, I was struck with a bit of nostalgia. The programming interface is very similar to how some of the C++ systems I worked with at CCP and are very similar to other C++ engines that have filled a couple of books that… Continue reading Unreal Engine
Draw calls
There is another underlying problem with all them cubes, is that they will run your draw call budged through the roof. So, you need to merge the cubes into a fewer mesh items. Maybe using an Octree so that you can spatially sort the cubes and pick a minimum amount of cubes that are being… Continue reading Draw calls
Mesh simplification, is done.
I started tackling creating some simple mesh simplification for my blocking prototype, so that I could fix various visual artifacts and keep the polygons down to a minimum. And in the case where I allow the user to create his own custom blocks to paint in along side the regular blocks, you would like the… Continue reading Mesh simplification, is done.
Unite
I'm staring out the window of my hotel room in Amsterdam, full of excitement about the Unity conference I am attending tomorrow morning. Traveling with the office laptop that has all the office commitments and projects on it, with a steady stream of notifications about meetings, tasks, queries, bugs and reminders about features I am working… Continue reading Unite
Updating
I updated Unity to 5.1 just now, and my highlighting system stopped working with transparent items and some other minor things. But, the work to fix things was just some minor adjustments and cleanup. Nothing like the porting of NOP from 4.6 to 5.0. Where script references, components and various features where missing and I… Continue reading Updating
I’m going to try and keep a diary on this blog again
For the last month or two, I have not been very disciplined when it comes to work and I have actually regressed in focusing on tasks. When I moved my office back into my apartment, I stopped keeping a fixed time to work on my projects and stopped keeping a rigid control of how to… Continue reading I’m going to try and keep a diary on this blog again