Searching For Game Bugs

I decided to work on the game for a little bit, for a change of pace.  I added a few new beta testers the other day.  While watching the logs, I noticed some issues with the chat server that were kind of weird.  I’m trying to track down a nagging little bug that I’ve just ignored for a while.  I also discovered that if an error message is displayed, you have to Alt+Tab to dismiss it when running in full screen mode.  So when a fatal error like this is displayed, I need to make sure that the full screen game window is closed first.

Anyway, I still need to finish the mesh skinning code that I’m going to use to render the avatars and monsters.  I think I just need a short break from it, then it will be easier to finish.

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Skinned Mesh Support

I’ve been working a lot on the skinned mesh support in the engine lately.  I was having a problem with the engine’s 3ds Max exporter crashing when you exported a mesh that contained physique, but I have that fixed now.  If you tried to export a skinned mesh that was not already triangulated (i.e. a NURBs surface), then the number of skinned vertices would not match the number of vertices actually in the mesh data.

I also added some new features to the .fx effect file importer in the world builder.  There were some issues that needed worked out, so that I could load the effect file that is going to be used to render the skinned meshes.

So, I finally have all of the data that I need.  Now I just need to finish the skinned mesh support in the mesh object itself.

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Looking for 3ds max Artist

I’m currently looking for an artist who can create 3ds max physique-based skinned avatar and/or monster meshes.  I’m also looking for a skilled web developer to work on the account management system  If you are interested in contributing to the Been There Game project, then please let me know.  I’d be more than happy to hear from you!

I’ve been taking a break for the last few weeks.  I’ve been pushing myself way too hard for a long time.  However, I’m recharged and ready to finish working on the mesh object code where I left off.

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Updating Mesh Scene Object

I’m currently updating the mesh scene object hierarchy to support skinning data.  The skin weights, and the bone data, are already exported by the custom 3ds Max exporter.  All of this data can be successfully loaded by the engine.  I’ve also been working on the HLSL vertex shader in the effect file that will be used to render the skinned meshes.  I may need to make some small changes to the effect system, to make things work out exactly the way that I want.  I hope to be testing this all out very soon.

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Skinned Avatar Mesh

I need a skinned mesh with bones, so that I can test the shader that will be used to render the avatars in my game.  I’ve been going through the 3ds Max tutorials on biped and physique.  I forgot how to do mesh skinning.  It’s been a long time since I tried to use the physique modifier on my own.  It’s all coming back to me pretty quick though.  I’d like to export a skinned mesh with a basic walking animation soon.

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Effect System Fallbacks

I made some changes to the .fx effect file importer for the world builder.  Not only can it promote 1.x shaders to version 2.0, it can also automatically compile the legacy 1.x shaders and include them in the effect file as well.  This way if the effect system detects that it’s running on legacy hardware, then the older less optimized shaders can be selected.  Of course, newer shader models can also be included in the effect file.  The best available effect implementation will be chosen, based on the hardware that the engine is currently running on.

I also updated the material editor in the world builder to reflect the changes that were recently made to the effect system.  There is a small bug that was introduced with these new changes that I would like to locate and fix before I move on.

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Game Servers Finally Online Again

I kept finding bugs in the effect system; they were keeping me from getting the game servers back online.  I wanted to at least have something new to show, before introducing a new patch.  With the latest fixes, the new skydome looks better than ever!  I went ahead and added the skydome to the game demo.  It looks awesome!  I’m going to leave the game servers up for a while I think.

I need to get back to the character animation system again very soon.  It would be cool to update the avatars in the game!

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Effect System Progress

I finally got all of the shader effects working on the sky dome today!  It looks pretty sweet!  I’ve been getting all of the kinks worked out of the effect system in the engine.  There are just a few more small things that I want to take care of this week.  Then I would like to integrate the sky dome into the game demo.  I would also like to spend a little time updating the material editor in the world builder, to reflect the changes in the effect system.

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Effect Parameters and Constants

While working on the sky dome scene object, I realized there was still a lot of work to be done in the effect system.  I’ve been spending the last couple of weeks refining how effect parameters and/or effect constants work.  Now, it’s much easier for an application to update and manage the effect constant values.

It took me a while, but I also figured out how to render the dome as a single triangle strip.  Before, I was rendering the top as a triangle fan, and then the rest as a triangle strip.  This meant an extra draw call was needed for every pass in the effect technique.  Besides, I had to get rid of the triangle fan, since D3D10 no longer supports that primitive type.

I need to finish fixing a bug that causes searches for a specific effect technique/instance to fail.  However, I’m very close to getting the shader effects to work on the sky dome!

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Sky Dome

I started working on a new sky dome scene object today.  This scene object will be much better than the current sky box implementation that the engine uses.  It’s much easier to animate textures on a dome, as compared to a box and the inherent perspective problems at the corners.  The dome can be flattened out some, to help give the illusion that the clouds are rolling off into the horizon.  Multiple day and night textures can be blended together, to make smooth and seamless transitions from day to night.  Parallax is simulated in the star layers, to create a greater perception of depth.

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