For the past two weeks I have been stuck on rasterization. I understand the concept, however I am having troubles getting it to show the model properly. At the moment the model is displaying, however some polygons on the model aren’t being displayed at all; every other polygon to be precise.
I had various troubles with [...]
Archive for November, 2008
W9: Rasterization
Posted in Introduction to 3D Graphics on November 30, 2008 | Leave a Comment »
Famous Five Dev Diary 5: Level Design
Posted in Game Development Techniques on November 21, 2008 | Leave a Comment »
In this post I discuss the current player experience within my game.
The game begins with a short cutscene showing the layout of the lighthouse and the locations of people inside it, so the player knows the general layout of the lighthouse. Afterwards, the player gains control of the character and will be told on screen [...]
W8: Linking files together
Posted in Console Development on November 19, 2008 | Leave a Comment »
This week to get to grips with the PSP debugger me and my group (same as last week) had to create a project with multiple source files to understand the linking behind it. We decided on creating a program that calculated the mean, mode and range from a set of numbers we specified.
The easiest bit [...]
W8: Lighting
Posted in Introduction to 3D Graphics on November 19, 2008 | Leave a Comment »
Directional, Point and Ambient Lighting have finally been implemented. In my previous Introduction to 3D Graphics post, I mentioned that the model look weird whilst rotating. This was due to the fact that I was rendering things in the wrong order. In order for my lighting to work I had to do rotation first, then [...]
Famous Five Dev Diary 4: Puzzles, Caves, a Torch and Timmy
Posted in Game Development Techniques on November 19, 2008 | Leave a Comment »
I have done a lot of work neatening up the structure of the level in order to put my puzzle ideas into place. I have also updated my HUD to show a small coin icon in the bottom right-hand corner. Collecting a certain amount of coins will allow the player to progress through an area.
That [...]
W7: PSP Development
Posted in Console Development on November 19, 2008 | Leave a Comment »
After a few weeks of MIPs I finally got the chance to do some C and learn the fundamentals of using Cygwin Bash Shell (a command prompt which was used to create a small hello world program and other various things) and getting a program onto the PSP screen.
After creating my “hello world” program I [...]
W7: Directional Light
Posted in Introduction to 3D Graphics on November 16, 2008 | Leave a Comment »
I have finally implented Directional Light and it looks like it is working fine. Here is a video of my current progress…
The model seems to be a bit weird whilst rotating. I am unsure why it looks odd, but hopefully I’ll find the error, as I am more than certain that [...]
W6: Back-face culling, Depth-Sorting and Colouring
Posted in Introduction to 3D Graphics on November 11, 2008 | Leave a Comment »
I have now implemented back-face culling, depth-sorting and put colour on the model (as the title of this blog post would suggest). The main problem I have had so far is over-complicating some of the tasks, which when done seem quite simple when looking back; though I do know the future tasks will be a [...]
W6: Interpolation and Rasterization
Posted in Introduction to 3D Graphics on November 9, 2008 | Leave a Comment »
Last week I finally got something on screen and fixed the rotation issue; well didn’t fix it as it was already technically correct. It was to do with the perspective and how close to the screen the model was, which made it look out of place whilst it rotated. I still need to implement backface [...]
W6: Pushing and Popping
Posted in Console Development on November 8, 2008 | Leave a Comment »
This week Console Development concentrated on how data is stored. The following is just for my reference when needed…
A subroutine is self-contained code in one area of the program; other parts of the program may call it to complete operations. A subroutine call is when one routine passes control to another subroutine (e.g. main to [...]