Chris Revell’s Blog

In the world of Computer Games Programming

GDT

Posted by chrisrevell on October 28, 2009

Hello

This is my development  diary of the Famous five game, being made in the Unreal Two Engine.
we are modding the engine as we dont have the access to the C++ Code in the engine so where adding and extending the script in the engine.

The famous five game will be 10 minutes long and have an RPG feel to the game, solving problems and finding object to help you in the hunt for gold. The book i have based my game on is Five on a Treasure Island  which is the first book in the Famous Five series.

i have  created a Game design Document and a TimeTable for the project. This is a big and hard project to under take as i only have 12 weeks to have the game finished.

Posted in Game Development Techniques | Leave a Comment »

Effective C++

Posted by chrisrevell on October 20, 2009

Effective C++This week i have start to read Effective C++ by Scott Meyer.

This is a good book to read if you write C++ code. This Book has hints and tips on how to help you improve your coding and understanding if C++.

If you’re an aspire computer games programmer then this is the book for you.

Posted in What do Programmes Read | Leave a Comment »

Matrices

Posted by chrisrevell on October 20, 2009

i have been working on my matrices this week. i have written a class to handle this. i write the constructor and deconstructor.
For the main body of the matrices math, to change the math into code was not hard but the way i did it was to write 2 For loops.

for( int i =0; i < 4; i++)
{
    for( int j=0;  j < 4; j++)
    {
     }
}

doing this saved me time and not doing more coding. i did have a problem with  wriing the matrix transform. i really had to think about this, as i did not get it right the first time or the second time. But the Number look right and the math adds up but later on will tell.

Posted in Introduction to 3D Graphics | Leave a Comment »

Week 3 Mips

Posted by chrisrevell on October 19, 2009

welcome to the console Development blog.

This week in console development we were learning about Mips assembly language programming. its was an introduction assembly language.
this got me thinking because Mips is an old processor and not used anymore but you can still program in Mips, so i thought what is the assembly language of modern computers.

its X86 is which 32bit and 64 bit computer use, Intel, AMD and back in 1996 so did Cyrix.
The Intel 8086, 8088 which were the first processor to use the X86 assembly language, both 16 bits each. the 8086 processor  used the first operating system that the world used in the early 80′s it was DOS (disk operating system). DOS was design for the 8086 family.

there  is the X86 assembly language used in DOS.
“Hello world!” program for DOS

 .MODEL Small
    .STACK 100h
    .DATA
   msg db 'Hello, world!$'
    .CODE
  start:
   class="hiddenSpellError" pre="">mov ah, 09h
  lea dx, msg
  int 21h
   class="hiddenSpellError" pre="">mov ax,4C00h
  int 21h
  end start

X86 then moved to the 32 bit with the Intel386, AMD Am386 in 1985, till 2003. Windows Xp used the X86 but by then it was had been modified every time a new processor came out adding new features to X86 instruction set. in 2003 the new X86-64  which is 64 bit, the Pentium 4 Prescott used this assembly and it’s still used to day in the Intel Core 2 ,Core I7 and Intels Atom the world smallest processor but also still can be 32 bit as well of 64 bit.

to find out more click in the Link.
http://en.wikipedia.org/wiki/X86_assembly_language
http://en.wikipedia.org/wiki/X86_instruction_listings

just a quick bit on Bits and Memory address.
With 16bits memory addresses can directly access 64 KiB of byte-addressable memory, in two’s complement the possible values range from −32768 to 32767.

32 bits of memory address you can directly access 4GB which is 0 through 4,294,967,295 or using two’s complement  −2,147,483,648 through 2,147,483,647.

64 bit, i found this harder to work out and so i searched the internet and found on  one source you  class=”hiddenGrammarError” pre=”you “>have a maximum of 1 terabyte (1000GB, 1,099,511,627,776 bytes but i am not sure of this.http://www.webopedia.com/DidYouKnow/Computer_Science/2004/64_bit.asp

right ok  64bit thats what most people think of the max a computer go’s up to at the moment but i have found if there was a 128 bit process and how many memory address that would have. It is, wait for it 340,282,366,920,938,463,463,374,607,431,768,211,456 bytes (~340.3 undecillion bytes or 281,474,976,710,656 yobibytes ), which is 16 exbibytes. by the way this is impossible, given that amount greatly exceeds the total data stored on our planet. what is a yobibytes and exbibytes? just have a look on this site and it well tell you how big it is http://en.wikipedia.org/wiki/Orders_of_magnitude_(data).

Back to Mips
this week i have been working on the Mips programmes that has been set for me and they are something that i have always found hard to do. i have found the harder you work on them the easier it becomes. i just hope i have completed by Thursday.

Posted in Console Development | Leave a Comment »

Vectors

Posted by chrisrevell on July 28, 2009

This week in introduction to 3-D graphics programming I had to create vector class, which contains all functions that can be done with vectors. I have made a test program to show you the results.

Vector
                                                    Vector test program

To make this it wasn’t very hard as I’ve done my research into vectors. I had no serious problems with making the vector class just a few little simple errors to deal with. By doing this I have started to make 3-D renderer.

Dot Product

a vector can be multiplied by another vector. The dot product of A and B is a scalar that measures the tenancy of the two vectors to point in the same direction.

If A and B are perpendicular (normal at right angles to be a horizontal plane) then the dot product is zero.

The dot product or vector with itself is just the square of its length.                                                                                                                                   

Cross product

Cross product of two vectors is a new vector, perpendicular (normal at right angle, to horizontal plane) to the plane of the two original vectors. Its length is the area of the parallelogram (a two-dimensional geometric figure formed of four sides in which both pairs of opposite sides are parallel and of equal length, and the opposite angles equal) formed by the original vectors.

Its direction is determined by the right-hand rule. The cross product measures the tendencies of the two vectors to be perpendicular and its one or more effective tools for describing, spinning and rotating objects.

Next week I make the matrix class for 3-D renderer.

Posted in Introduction to 3D Graphics | Leave a Comment »

Introduction

Posted by chrisrevell on July 27, 2009

Hi and welcome to introduction to 3-D graphics programming blog. Over the next 12 weeks I will be writing this blog to show you my progress on my 3-D graphics renderer.

In this blog I will be talking the problems I had my renderer and how overcame them problems. We take the maths from vectors too matrices, camera and lights, backface culling and texturing.

 I hoping enjoy reading

Posted in Introduction to 3D Graphics | Leave a Comment »

Week 12

Posted by chrisrevell on May 4, 2009

the last week of the project. sad times.

more bug fixing and then the release.

we also have a presentation to make on Thursday May 7th to a lionhead studios which are coming to set on a panel and look at our game. which is scary but it will be good at the same time.

can’t wait for that  this week. also this week is my birthday on Friday 22 years old and the game we make will be a good birthday present which is can show off at my party.  

this is the second to last post as the next one with be final showing you the game.

until then Bye

Posted in Applied Game Development | Leave a Comment »

Week 10/11

Posted by chrisrevell on May 4, 2009

i have been busy in week ten doing a lot of other assignment that need doing as they have not been touch as i have been working on this. so i was planning in working on AGD in week 11.

Week 11 come and i have fallen ill, had a really bad stomach bug which i could not eat and been to weak to work and i have no energy to do any.

i know that my team were not happy with me not being there but i couldn’t help it and have said sorry for not being there during the debugging.

Posted in Applied Game Development | Leave a Comment »

Week 8/9

Posted by chrisrevell on May 4, 2009

the last week as the deadline is on Friday at 5 pm. so this week is getting ready for the alpha deadline. which is we have to get all the features working as we can’t not work on them after the Easter holiday’s.

i have been adding some new feature to the game so they might not be working properly but they can be finished in the Easter holidays.

so there has been a lot going on so much programming and a lot of late nights at University.

as there was a lot to do there were things braking all over the place when we add new features to the game which was slowing us doing the getting the build ready in time. so we had to drop features and as there was not the time to do it  

but we go a build in and working but not how we wanted about it was something.

 

Bye

Posted in Applied Game Development | Leave a Comment »

Week 7

Posted by chrisrevell on May 4, 2009

only a week to go. this week i have been doing the sound in  the game.

first i had a look in the Gamebryo documentation to see if they had a sound engine build it. which they did but i ask one of the lecture about it and he said they didn’t have the sound engine. which mean i have to get a free one.

while i looked for an sound engine i found FMOD which is a low level sound engine. i read the documentation first to see what i had to do get this working. so i got it all set up.

i found tutorial online to help me get all of it working. once i had the in game sound manger working. i started on add the the game sounds, first i but in a menu music and added button movement sounds so when you move up and down there is a sound played.

in game music was added to play on the start from the menu. i added a gear change sound so when you change gear it plays a nice sound.

and i put in a object collision sound with fuel boxes and repairs  and speed boost.

the best sound of all is my dickey horn sound which is the horn on the game. so much fun playing with that.

bye.

Posted in Applied Game Development | Leave a Comment »

 
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