Introducing.... CoreFactory



This has been in the works for most of the past month now. Up until just recently, "projects" in Core were basically non-existent. Now, with CoreFactory, you can manage projects, compile them, and even test them from within the IDE.

Here are some key updates since my last post:


  • Code is highlighted (keywords and built-in "Core Commands")

  • Multiple files can be opened at once in a nice little tabbed interface.

  • Both code files and resources are now "compiled" and encrypted. All encryption currently uses the same key, but eventually this will tie into a system for controlling the distribution of your games/projects.

  • Projects can be compiled as libraries and included in one another. (both resources and code)

  • Physics constraints (ball, hinge, upvector, etc.) can be added through the script now, though at the moment only upvector has been added.

  • Core can grab information from web pages, I don't remember if I mentioned this in my last post, but it'll make it easy to tie your games/worlds into a web interface for managing stats and whatnot.

  • Work is started on an "editor" mode for CoreFactory. Basically, when you open your project up in CoreFactory, it gets an "editor" library placed on top of it, for doing things like editing maps, and flying around with a debug camera.

  • Core Errors are reported with a pop-up window, and you are returned to your code for review.



There have been loads of bug fixes and optimizations as well, but those aren't as fun to talk about. Anyways, this is exciting for me because it means that I can actually start getting to work on the games I've been wanting to make with this. Actually, the development of Tynkin is basically what's driving the development of CoreFactory as I realize the need for features and fixes.

Posted by DerDragon on Wednesday, May 21, 2008 09:59AM - 7 comments / Members say: yea +0, nay -0

Updates to Core (BIG post)

Well, it's been a long time since I've posted about Core, which would lead many to believe that I'd stopped working on it. The truth is quite the contrary however, I've been working quite busily on it whenever I've gotten the chance. I've got some eye-candy ready so, here we go!



Compound meshes. The screenshot here doesn't seem like much on it's own, and really it isn't. The big deal here is... both of those meshes there are actually the same mesh. They are rendered as one object, and thus, at the speed of one object. You may be thinking... so what? Well, my plan, and actually, in screenshots further down, I've put it to use, is to make meshes built from several smaller "mesh parts" to allow for the sort of customization you had in Bomberman Arena, without the slowdown of rendering each individual part. The mesh as a whole uses one texture, since it's just one mesh, so I've also created "compound textures" which allow you to overlay textures on each other, which opens up all sorts of other possibilities in and of itself.



Full-screen Anti-aliasing. For those of you blessed with nice video cards, you will now be able to enjoy anti-aliased graphics. The top section there is the one that's anti-aliased. You'll notice the text is clearer and the edges of things are smoothed slightly.



Billboard chains. No, this has nothing to do with advertising as one person thought. Billboards are basically just sprites. A Billboard Chain is a bunch of sprites linked together to form sort of a trail. This can be used for all sorts of things: ropes, lasers, snakes, lightning, movement trails, etc. In terms of Core, they're fairly easy to use. I still have work to do on them to allow for things like branched out lightning, multiple beams from the same origin, or "tautness" for ropes/chains/etc.



This is just another shot of a billboard chain, this one is using parameters to make it appear like a spring. It becomes stretched out as it's start and end points move away from each other. (one end is attached to the level, and one end is attached to a mob who has fallen off it)



Non-standard Grid Shapes. Also, multiple independent grids, movable grids, rotatable, scalable, you name it, they're just like objects now. You could theoretically attach a level to a mob's hand and have it carry it around if you like. Collision detection would be a bit difficult, but the point is... major flexibility going on here. The shot above shows a "sphere" type grid distribution. Notice how the turfs and walls fit into a grid that is basically warped into the shape of a sphere. I still have some work to do for making the sphere more usable. Most people will probably stick with the standard grid, but for things like cylindrical buildings, or heightmapped planets (caverns and buildings on the surface are still possible), I want these other methods available.



More Post-Processing Effects. I finally figured out how to get depth info in my post-processing effects. I'm re-working the lighting system, so you'll notice in all these shots, nothing is really "lit" or "shadowed". This shot here basically just outlines suddle differences in depth, which creates a bit of a "sonar" effect. Expect some very interesting possibilities for post-render effects.



Fur shading. By no means limit it to post-render effects! I'm still working on pixel and vertex shaders as well. You can use fur shading now. While not my ideal choice for how to render fur, it's available now. With the framework there for it, I can probably figure out some other effects using multi-pass rendering as well.



Finally, Render to Texture. This is my most recent accomplishment and really opens the doors for a lot of other neat things. Portals, mirrors, water refraction/reflection, security cameras. Post-processing effects can also be applied to these surfaces.

I don't know where I was at with networking last time I posted, but, despite not having a good way to screen shot it, networking is a lot closer to where I want it now. You can basically send messages between datums now. If a datum has message sending procs, it becomes a "network datum" and upon creation, or connection of a new client, it executes it's "Announce" proc, to update new clients about important information relative to that datum. For a mob it might mean position and orientation, current weapon, etc.

I've unified pretty much everything that has some sort of visual representation to make it attachable to other things, like I touched on above with the grids. You can attach GUI elements to other objects, or objects to GUI elements, or particle effects to objects, or to the world.

I'm about to start work on creating somewhat of a development environment for creating Core worlds, which will be compiled into files executable by "Core Clients". I have yet to set up a login system, but I of course have plans for it.

Anyways, tell me what you think, questions are welcomed. I just blew the entire rest of my lunch on this, so you'd better be happy! ;)

Posted by DerDragon on Thursday, April 03, 2008 09:30AM - 2 comments / Members say: yea +2, nay -0

SFXR and Musagi

http://www.cyd.liu.se/~tompe573/hp/projects.html

I seem to recall someone else posting about this before, at least about Sfxr, but I didn't see anyone mention Musagi. For those of you who don't know, these are both excellent tools for creating content for your games, particularly if you're shooting for that 8-bit retro feel.

Sfxr is extremely easy to use and can generate all sorts of useful sound effects. Musagi is used for creating music and also has a very intuitive interface. The tutorial "Making Music in Musagi" takes you through all the basics of how to start making your own music. Musagi is still in development, and right now only outputs to a wav format, but this can be converted to ogg for use in BYOND games.

Just though I'd share that with the BYOND crowd, and hopefully bring in some more users for Musagi, as I'd really love to see it continued.

Posted by DerDragon on Monday, February 11, 2008 11:21AM - 0 comments / Members say: yea +0, nay -0

Wedding Pics (lots of images)

here they is

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Photobucket

Posted by DerDragon on Monday, December 31, 2007 10:47PM - 15 comments / Members say: yea +4, nay -0

Seeking Cell Phone Advice

My 2 year contract finally ran out with Sprint and I'm looking at my options for getting my own plan. The one main thing I'm looking for is the ability for me to upload my own content to my phone, via something like bluetooth or USB from my computer. (ringtones, pictures, programs, etc.) I really don't know much about cell phones, but I absolutely loathe the fact that you get charged for just about anything you want to do with them.

Obviously I don't want to spend a lot of money (a lot being over $100 for just a phone), but if it's a worthy investment that's going to last me a while, I might consider it. My wife will need to be covered as well, but I don't think she really cares about the bells and whistles, she mostly just gets calls about bunnies.

Suggestions anyone?

Posted by DerDragon on Tuesday, December 11, 2007 06:53AM - 4 comments / Members say: yea +0, nay -0

DerDragon

Joined: Sep 18, 99

Home page

Sacrosanct factotum of the legendary Maeva.

Blog Calendar

May 2008
Su Mo Tu We Th Fr Sa
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
 
«Apr  

My libraries