I finally fixed the issue I was having with getting the camera walking over the terrain. I ‘think’ the error was that I wasn’t translating onto the x-z plane at the beginning of my GetHeight(float x, float x) function properly. I said ‘think’ because I redid all of my functions that got the height of the [...]
Archive for the ‘University’ Category
W7: Walking over terrain
Posted in Interactive 3D Graphics on March 15, 2009 | Leave a Comment »
W5: Floating Point Numbers
Posted in Console Development on March 9, 2009 | Leave a Comment »
There are different number types, such as natural numbers (positive numbers), integer (positive and negative), rational (1/2, 1/3, 1/4), irrational (sqrt(2), e, PI), real numbers and complex numbers.
In my code I constantly use floats, without considering how it works. This week was spent making our own floating point calculator to add, multiply, subtract and divide [...]
W5: De Blob
Posted in Interactive 3D Graphics on March 9, 2009 | Leave a Comment »
I successfully created user input with the camera. However, I have been having some troubles making the camera walk across the terrain. For some stange reason, my camera appears to go up invisible hills when moving around. I’m guessing that the camera’s position hasn’t been set to the terrain’s position, so when the camera is [...]
W3: New Framework
Posted in Interactive 3D Graphics on February 25, 2009 | Leave a Comment »
This week I managed to implement a camera system; allow input with the mouse, keyboard and Xbox 360 controller and I managed to implement height-based lighting.
However, to begin with I had to put everything I had into a new framework. To be precise I placed my code within Frank Luna’s framework (from his Introduction to [...]
W2: Terrain
Posted in Interactive 3D Graphics on February 18, 2009 | Leave a Comment »
For this week, I had to create terrain and implement different terrain types and lighting.
Firstly I rendered a large grid on screen and then created a list of vectors to store the y value of the terrains height map at different positions. I loaded a RAW file (which are typically used to store height maps) [...]
W2: MIDlets
Posted in Mobile Devices on February 15, 2009 | Leave a Comment »
I produced an insurance form which could be filled in by a user on the mobile phone as part of this week’s exercise.
When the user entered their details and pressed Save it would show the details they entered.
This was created using TextFields (textboxes), StringItems (labels), ChoiceGroups (checkboxes and radiobuttons), Commands and two different forms. The [...]
W1: DirectX Vertices, Shading and Lighting
Posted in Interactive 3D Graphics on February 7, 2009 | Leave a Comment »
This week has really been a starter into getting grips with DirectX. It amuses me how easy small tasks are to do; the same “small” tasks I found very tedious last semester within the Introduction to 3D Graphics module. It has taken me a little time to adjust to the way DirectX works; but I’m [...]
W1: Java
Posted in Mobile Devices on January 31, 2009 | Leave a Comment »
Java feels very similar to C#, with the odd annoying differences such as String instead of string as an example. I have been using NetBeans which is quite a nice Java Environment. It does come annoying, however when the environment specifies errors instantly when typing out code. Such as when declaring an int it will [...]
W1: Introduction
Posted in Applied Game Development on January 31, 2009 | Leave a Comment »
All students on this module have been split up into groups of 5 or 6 and each person has been assigned individual roles to aid the team, from project manager, to lead programmer, to gameplay programmer or game designer just as examples. Currently my role is the gameplay programmer and UI programmer.
This first week has [...]
W1: Memory Optimization
Posted in Console Development on January 31, 2009 | Leave a Comment »
This week’s lecture focused on Memory Optimization; so different techniques that can be used to optimize memory within a program were covered. There is great need for memory optimization since CPU speeds are improving faster than memory speeds annually; thus programmers need to understand techniques to improve memory within the program to meet quality standards.
A [...]