Worklog for Duckstab[o]

MrRocketMayhem

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Lighting Effects(Posted 2010-02-25)
Im now fleshing out the EffectLights

Type Tobject
	Field Pos:Float[3]
	
	Function Create:Tobject()
		Local i:Tobject = New Tobject
		Return i
	End Function
End Type


This is the core type for object effects
One instance is created for all Object and Effector Lights

When creating a TOlight the TObject becomes the Target and the TOlight.Pos becomes the offset

Window 7 Home Premium
Q6600 4*3.199Ghz
Single Nvidia G260 768mb DDR3 (Soon to be two :) )
780i XFX mobo
21 Viewsonic 16/10
4gb Ram
1.5tb harddrive

My Game Space Home Page

LM the Lighting manager(Posted 2010-02-25)
Type LManager

The Basics of the Lighting Manager have been a success
Added lights on the Fly works like a dream :)

Type TLight
	Field Index:Int
	Field Active:Int
	Field Pos:Float[3]
	Field Scale:Float[3]
	Field Col:Float[3]
	
	Method Update()
	
	End Method
End Type

This is the Core Light Class and contains Position Scale and Colour information to pass to the LManager

Type TSLight Extends TLight 'Static 
Type TOLight Extends TLight 'Object
Type TELight Extends TLight 'Effect


These are the Extended Classes with control placement and adjustment methods

Window 7 Home Premium
Q6600 4*3.199Ghz
Single Nvidia G260 768mb DDR3 (Soon to be two :) )
780i XFX mobo
21 Viewsonic 16/10
4gb Ram
1.5tb harddrive

My Game Space Home Page

A room for improvement(Posted 2010-02-24)
Well Im currently creating the Sandbox to try out all the physics objects

Added First Classes
StaticMesh
PhysicMesh

I plan one expanding these classes to allow for more dynamic control and Realtime manipulation (ie on the fly buzzzz)

1. The SandBox
Currently its a single plane 1000*1000 tv units so 1km^

Im currently working on the lighting manager to control number of lights and visability

The LightManager uses MiniMeshes a Clever way to batch render objects

A single call to minimesh will render 52 instances and add extra call for multipuls of 52 instances

Im Setting a maximum lightLimit of 156 this is broken down into three groups

52 StaticLights
52 ObjectLights
52 EffectorLights

StaticLights>>
These are the basic level lighting and will remain inplace 99% of the time

ObjectLights>>
These are for fancy projectile Lighting just to add a bit of wow-factor

EffectorLights>>
These are to be the Main Lighting for the partical system
Doing Strobe,Pulsar lighting ect

Window 7 Home Premium
Q6600 4*3.199Ghz
Single Nvidia G260 768mb DDR3 (Soon to be two :) )
780i XFX mobo
21 Viewsonic 16/10
4gb Ram
1.5tb harddrive

My Game Space Home Page

Setting the Scene(Posted 2010-02-24)
MrRocketMayhem

Well Where to Start...

1 Setup
Application will be using
Blitzmax
TV3d
Glimmer.mod
and the Wonderfull Blide to programme it all

2 Things in the future
Lua Scripting
3d Sound
Gui
Level Designer

3 The Concept
MrRocket Mayhem will be the main character.
Using Preprogrammed missile to must hit fixed targets around the Map

Missile can be Givin a number of Commands that will be activated by given triggers or timers

LightMissiles these can be given up to ten destination points the missile will self guide itself along these points and detonate on impact

MediumMissiles these can be given up to five destination points and can be fitted with a impact timer or impact detonater

HeavyMissile these can be given up to three destination points and can be fitted with a impact timer,impact detonater or otherpayloads (think ill have some fun with that)

4.Why have various missile types
Well the concept is these Map are active enviroment with Aliens and Vechiles moving around the map

Your Target path might be to congested to get the correct pay load to target.
So you might have to ie stop the train before the meduim missle passes towards a building in its path.
or even drop the medium missile onto the train to blow up the station

Window 7 Home Premium
Q6600 4*3.199Ghz
Single Nvidia G260 768mb DDR3 (Soon to be two :) )
780i XFX mobo
21 Viewsonic 16/10
4gb Ram
1.5tb harddrive

My Game Space Home Page