Shaders part1

Posted in Uncategorized on April 26th, 2009 by admin

Today I wrote a normal mapping shader for our game project and it was much easier than I thought. Once you get your head around this damn 3D math, basic shaders are quite simple. Getting ogre to work with my shader was a bit tricky but the ogre wiki has so much examples and code snippets that I found everything I needed. Once again ogre proves to be an awesome render engine.

The next thing on my list is to write a small shader creation tool for my artists. Then I dont have to tweak everything myself :)

Reinventing the wheel

Posted in Uncategorized on April 11th, 2009 by admin

Today I started to write my own logging system for my framework. I know there are thousand open source solutions ready to use. But I tried several and nothing felt really good and had all the features I wanted. Also a logging systems isnt that difficult to write and the possible errors one can make are limited.

Righting it my self has the good side that I can add network support and functiontracing into the core of the systen, two feature I find really important. Dont know if it is really a good idea but I will see. The most important thing right now it to have any logging system that works fast enough for games.

Right now when my game crashes I dont know why. My framework dont have exceptions and no error reporting, so I use my experience with it to find the error. Which wont work once another programmer starts using it. So better to it now then after the second programmer started using the framework.