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Buddy of DoQ: Thoughts on Life, Machinima, and Everything - C++
Buddy of DoQ: Thoughts on Life, Machinima, and Everything
Wednesday, June 7, 2006, 01:20 AM - Everything
Whoa! If today isn't the neighbor of the beast, I just compiled code for a game engine with Microsoft Visual C++ (the 2005 express edition)!

Feels rather nice I must say, I started messing with simple Torque config files trying to get a witches broom to fly me around the game, and before I knew it, I'm rebuilding the entire engine, bending it to my will.

I'm not what one would call the programmer "type," I can't even solve simple arithmetic in my head. I once swapped remedial math to chem 101! I even did summer school for Algebra 2, and only passed because I worked my ass off and the instructor had pity. On state tests in the second grade I had a sixth grade level in reading (highest in class) and the lowest possible math score. But when Buddy wants advanced engine features, damn it, he'll do what it takes!

I've been seriously thinking about upgrading to the Shader Engine, to take advantage of all those nice next-gen features, I think I'll do that when I get back to Texas in August, hopefully before the early adopter price goes away. In the meantime, before Mike makes his way north again, I'm going to make me a little playable game demo with Torque. It'll be super simple, a little witch riding around her broom, and... not much else. Work has already begun! I've got the broom and it's flight code working, with plenty of room for tweaks (obviously) and all that's really left is to make the witch character, and her little world. I'm thinking small hut with a cauldron, a magic book case, and a big terrain outside to fly around in (Full moon anyone?) The hard part will be the witch, I haven't really gone into character modeling in a while, and certainly not with the torque pipeline. Again, I'll be going with simple with the manga/chibi style, keeps the polycount down and brings the cute to 11.
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Monday, June 5, 2006, 05:31 PM - Everything

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A Better Future for Fox TV! - An Open Letter 
Sunday, June 4, 2006, 10:15 PM - Everything
The influx of so called "reality" television is the main reason for my exodus from the world of watching TV regularly. There was a time when I enjoyed the bulk of Fox networks programing, until a few years ago when the 'reality' struck. I find the programing insulting and downright lazy. Please return to the quality written, directed, and acted programing of the past. I understand the low cost of reality program production helps the ad-fed bottom line, after all you don't need scripts or known actors; but please realize the impact it has on the overall opinion of your fine studio. It degrades your entire company, an entity comparable only to cheep liquor: only good for making you feel stupid. I feel I would be more likely not to change the channel, or skip ads using a TVIO device if the content of the shows you air were of a higher social caliber.

Thank you for your time, and here's looking to a better future for Fox TV!

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Torque Investigations 
Wednesday, May 31, 2006, 11:41 PM - Machinima
Ok, now that I finally have some time to sit around and twiddle my thumbs for once, I've taken to learning a bit about that Torque engine I bought last year from Garage Games.

So far so good, I've gotten a basic bsp room, and a uvw mapped 3d (DTS) model into the game with relative ease. The next step is a character and something with animations. Before I know it, I may have a micro game on my hands!

I've ordered the Game Programmers Guide to Torque via borders/amazon thanks to the Sunnyvale PTA! (they gave out gift cards as a good will token, during the lunch they cooked for us last week, mmmmmmm fajitas....) It should be here friday!

Anyway, the path based camera tools are present, but boy are the deep and hand-coded. Looks like if I seriously want to use them for any kind of Machinima, I'm going to have to program a new camera manipulation interface. Sounds daunting, but I think I can pull it off if I hammer away at it bit by bit. My personal goal is to re-create Unreal's Matinee tool, nearly feature-for-feature into the Torque engine. Then, port it again into the Torque Shader Engine for maximum effect. Hey, if it's solid, maybe I can make a buck or two while I'm at it!

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Aaaannnnddd DONE! 
Thursday, May 25, 2006, 10:31 PM - Life
Ok! That's it, it's done, it's over, and now I'm going to sleep for a week.

I'm done working until August; ST is not work, it's a vacation I happen to get paid for. :)

Passports next week; I just hope my picture turns out alright, probably look like white collar prison stock no matter what. I hear I'll be getting those nifty new RFID implanted models. Mmmm...technology...

For whatever reason, pops doesn't believe me when I say I'm going to the far side of the globe, like I'm not young and crazy or something, I'll be sure to pick him up something really strange and make him open it up in public.
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