Difference between revisions of "Erik"
From Spartacats
(→Week 7) |
(→Week 7) |
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* Using our concept art as a loading screen. | * Using our concept art as a loading screen. | ||
* Made a proper installer for our game :) | * Made a proper installer for our game :) | ||
− | * Shadows from directional lights | + | * Shadows from directional lights. |
'''Failed''' | '''Failed''' | ||
− | + | * Broke multi-threaded rendering with shadows xD | |
− | |||
'''Next weeks goals''' | '''Next weeks goals''' | ||
− | + | * Performance and stability | |
− | + | * Gameplay | |
+ | * UI | ||
+ | * Possibly CSMs | ||
'''Morale''' | '''Morale''' | ||
− | + | * Shadows are pretty :) | |
− | |||
== Week 8 == | == Week 8 == |
Revision as of 23:56, 18 May 2013
Contents
Week 1
Goals
- Get a basic 3d engine working.
Accomplished
- Basic world, with a moving third and first person camera.
- A skymap, using cube mapping.
- Calculation/Rendering of bounding boxes and spheres based on our loaded models.
- Rendering and loading of textures.
- Bump mapping with Stephanie.
- Class for reading XML settings.
- Keyboard input, and camera movement with the mouse.
Week 2
Goals
- Point lights.
- Multi-threaded rendering.
- Glow maps.
- Specular maps.
Accomplished
- Multiple moving point lights.
- Glow effect with Stephanie.
- Height map generated based on terrain objects.
- Mouse buttons for input.
- Calculation of normal vectors during model loading, if they are missing from the model.
- Normalized model sizes, and centered them during model loading.
Failed
- Had problems rendering more than 1 frame on multiple cores, and moved on to other things. Will take another stab at it at some point.
- Didn't get around to implementing specular maps.
Next weeks goals
- Shadows from directional lights.
- Shadows from point lights.
- Multi-core rendering.
- Specular maps.
- Write a framework for handing out the lights to the game logic (hiding the fact that there is only a finite number of lights available).
- Prevent the camera's view of the player from being obscured by other objects.
Morale
- Not feeling very creative right now, so I'll quote you, Geoff, "HEY, THIS IS GOING TO BE GREAT".
Week 3
Goals
- Shadows from directional lights.
- Shadows from point lights.
- Multi-core rendering.
- Specular maps.
- Write a framework for handing out the lights to the game logic (hiding the fact that there is only a finite number of lights available).
- Prevent the camera's view of the player from being obscured by other objects.
- Expand the heightmap to also include "heights" in the x and z directions.
Accomplished
- Specular maps.
- Lighting manager.
- Spotlights.
- Atmospheric fog with Stephanie.
- XZ spacial partitioning and collisions with static objects. (scrapped the x/z heightmap in favor of this due to the memory to accuracy ratio of the heightmap method).
- Multithreaded rendering and asset loading.
Failed
- Shadows
- Preventing the camera's view of the player from being obscured
- Didn't get around to trying either of the above due to the number of hours per week problem.
Next weeks goals
- Shadows, of all kinds
- The camera thing (mentioned twice above)
- Volumetric lighting (if time allows, probably not)
Morale
- C++11 is great! :D
Week 4
Goals
- Hunt down memory leaks.
- Shadows from directional lights.
- Shadows from point lights.
- Shadows from spotlights.
- Prevent the camera's view of the player from being obscured by other objects.
- Volumetric lighting.
Accomplished
- Added VLD to our project (really neat tool btw). Fixed all memory leaks we detected while simply running/closing our game (we still aren't releasing all our D3D/D2D/WIC/DSound resources properly).
- Fixed some uninitialized variables which would cause crashes when running without the debugger attached.
- Fixed issue where the client would completely freeze it it was unable to process all update-packets from the server before the server sent the next batch of update-packets.
- Implemented some preliminary client-side prediction of object movements.
Failed
- Everything aside from the memory leak stuff. Didn't get around to looking at any of it, since other things were higher on my priority list.
Next weeks goals
- Shadows
- Proper calculation of binormals and tangents for the height map.
Morale
- Was feeling a little tired this week, but things are going good :)
Week 5
Goals
- Fix networking issues
- Shadows
- Proper calculation of binormals and tangents for the height map.
- Fix the deadlock in the ThreadCollection's barrier code.
- Frustum culling of the heightmap.
- Fix the (single) double free that seems to occur on shutdown.
Accomplished
- Fixed the crash when connecting to a server which has already had another player on it.
- Frustum culling of the heightmap.
- Rendering of non-axis-aligned bounding boxes, and terrain culling-boxes.
- Fixed the deadlock in the ThreadCollection class (hopefully...).
- Fixed the (single) double free that seemed to occur on shutdown.
- Fixed the invalid packetType crash, which occurred when we received partial packets.
- Wrote a class to allow rendering the scene depth from the perspective of a light (initial work for shadows).
- Objects which haven't changed during a server frame will no longer generate update packets at the end of that frame.
- Improved connection-failure handling.
- The server will no longer send new update packets to a client, until the client has processed the last wave of updates.
- Fixed issue where updating a sound that had never been played took a lot of time (caused the client to grind to a half with mute on), also releasing sound buffers when the sound is destroyed (unrelated).
- The server will no longer send a new wave of update packets to a client before that client has finished processing all the update packets already sent to it.
- The camera will no longer move into the ground.
- Proper calculation of binormals and tangents for the height map.
- Applied all our texture maps to the terrain textures.
Failed
- Didn't quite get shadows working, but I started on it :)
- Apparently the rendering deadlock still happens on occasion :/
Next weeks goals
- Fix that pesky deadlock in the threadcollection's barrier.
- Shadows
- Muzzle flashes, and general lighting effects.
- Stuff
Morale
- :)
Week 6
Goals
- Fix that pesky deadlock in the threadcollection's barrier.
- Shadows
- Muzzle flashes, and general lighting effects.
Accomplished
- 3rd iteration of "fixed the deadlock"
- Lighting effect when firing weapons, and framework for adding more lighting effects.
- Rotation of the player according to the terrain.
- Java style Pointer class, for managing our objects.
- Size and position normalization of animated models.
- Level flag to place objects ontop of the ground, for easier level design.
Failed
- It's late at night.
- Spent a lot of time looking into a (significant) D2D performance issue, without finding any solution :/ (Luckily, the issue does not seem to occur in release builds)
Next weeks goals
- More shadow stuff (I really do mean it this time xD)
- Look into what can be done about the time it takes to compute bone transforms.
- Stuff
Morale
- (:
Week 7
Goals
- More shadow stuff (I really do mean it this time xD)
- Look into what can be done about the time it takes to compute bone transforms.
- Stuff
Accomplished
- The backbuffer and HUD will now resize properly when you change the size of the window (e.g. when toggling fullscreen).
- Using our concept art as a loading screen.
- Made a proper installer for our game :)
- Shadows from directional lights.
Failed
- Broke multi-threaded rendering with shadows xD
Next weeks goals
- Performance and stability
- Gameplay
- UI
- Possibly CSMs
Morale
- Shadows are pretty :)
Week 8
TBD
Week 9
TBD
Week 10
TBD