What appears to be our most sucessful project has just been finished~!!
Updates and Editor source will come shortly.
Uploaded are the src and the bin.
Game
Source
Wednesday, August 1, 2007
Tuesday, July 24, 2007
Progress on the First Person Shooter
Hey there! Just a little progress report on our first person shooter.
This is the program so far:
This is the program so far:
Tuesday, July 17, 2007
Camera, Input, GUI (II)
Raster Position
The OpenGL raster position refers to the drawing position relative to window coordinates for pixel and bitmap write operations. The raster position can be specified by using the function glRasterPos2d() (or glRasterPos2f(), glRasterPos2i(), glRasterPos2s(), etc. for that matter).
The glRasterPos2d function takes in 2 parameters (x,y).
This specifies the raster position.
Thus, by calling 'glRasterPos2d(200,100)', any bitmap or pixel drawings will be position at the point (200,100).
The function glWindowPos() accomplishes the same thing as glRasterPos2d(). However, it's values are neither transformed by the current modelview and projection matrices, nor by the viewport-to-window transform.
The modified project can be found: http://www.brankenonline.com/gdev_spacesimulator.zip
The OpenGL raster position refers to the drawing position relative to window coordinates for pixel and bitmap write operations. The raster position can be specified by using the function glRasterPos2d() (or glRasterPos2f(), glRasterPos2i(), glRasterPos2s(), etc. for that matter).
The glRasterPos2d function takes in 2 parameters (x,y).
This specifies the raster position.
Thus, by calling 'glRasterPos2d(200,100)', any bitmap or pixel drawings will be position at the point (200,100).
The function glWindowPos() accomplishes the same thing as glRasterPos2d(). However, it's values are neither transformed by the current modelview and projection matrices, nor by the viewport-to-window transform.
The modified project can be found: http://www.brankenonline.com/gdev_spacesimulator.zip
Saturday, July 14, 2007
Assignment 2 - First Milestone
This is the revised version of our Technical Design Document. The source code and the program will be uploaded shortly. We apologize for the mix up, the previous post was made wrongly and is an error on our part.
The document contains all aspects of the game we intend to create. Any changes in the future will be reflected in this document, it will also be updated regularly, depending on the need.
http://www.brankenonline.com/Boomstick.doc
The document contains all aspects of the game we intend to create. Any changes in the future will be reflected in this document, it will also be updated regularly, depending on the need.
http://www.brankenonline.com/Boomstick.doc
Tuesday, July 10, 2007
Camera, Input, Gui
Studying the Gimbal Lock
The gimbal lock is pretty obvious in the following examples.
First, the camera is rotated so that is yaw is 90 degrees.
Next by shifting the pitch, the camera starts turning clockwise.
But wait.. shifting its roll also causes it to turn on clockwise in the same way it turned like when I shifted the pitch.
Thus, this is the infamous gimbal lock!
Quaternion Camera
Alright then, let's try doing the same thing to a camera operated using quaternions.
Alright then notice that I rotate the quaternion camera in the same way as I did previously with the euler camera,
Now I'll give it a little Pitch, already it is moving in a different way.
Finally, I'll move it a little on the Roll.
Comparing both cameras, it's imperative that the quaternion camera has solved the issue of the Gimbal Lock, as observed it the euler camera.
PICKING & ZOOMING
Here is the assignment on Picking & Zooming.
You can download it here: http://www.brankenonline.com/spacesimulator.net.zip
The gimbal lock is pretty obvious in the following examples.
First, the camera is rotated so that is yaw is 90 degrees.
Next by shifting the pitch, the camera starts turning clockwise.
But wait.. shifting its roll also causes it to turn on clockwise in the same way it turned like when I shifted the pitch.
Thus, this is the infamous gimbal lock!
Quaternion Camera
Alright then, let's try doing the same thing to a camera operated using quaternions.
Alright then notice that I rotate the quaternion camera in the same way as I did previously with the euler camera,
Now I'll give it a little Pitch, already it is moving in a different way.
Finally, I'll move it a little on the Roll.
Comparing both cameras, it's imperative that the quaternion camera has solved the issue of the Gimbal Lock, as observed it the euler camera.
PICKING & ZOOMING
Here is the assignment on Picking & Zooming.
You can download it here: http://www.brankenonline.com/spacesimulator.net.zip
Wednesday, May 30, 2007
Bugzilla First Time Experience
For our Bugzilla E learning assignment, we had to create bug reports and learn about resolving and managing these reports.
First, each of us created 2 reports of a bug. Then, we each assigned each other's bugs to ourselves. Bryan was in charge of creating screenshots of the bug. We pretended to fix some of each other's bugs, and created a report of all the bugs, as a bar and pie chart.
Bar Chart Report
Pie Chart Report
To view the names our bugs, view the screenshot below. To get to this screen on IE, register on Bugzilla, and when logged in, click on Reports. Then, click on search list of bugs. Then, enter Status as all, product as '_test product', and the keyword is 'Simian Softwerks'.
Thursday, May 24, 2007
THE AMAZING AND LONG AWAITED... TOWERS OF HANOI!
after spending the last 12 hours in sheer panic and rush, we bring to you... the fully featured version of the TOWERS... of HANOI!!!
Here are some screeenshots of our game:
and finally, here is the url to get the source for our game!
http://www.brankenonline.com/Hanoi.7z
You will require 7Zip or Winrar to unzip the archive :P
We hope you enjoy our game as much as we dreaded making it. haha. have fun.
Here are some screeenshots of our game:
and finally, here is the url to get the source for our game!
http://www.brankenonline.com/Hanoi.7z
You will require 7Zip or Winrar to unzip the archive :P
We hope you enjoy our game as much as we dreaded making it. haha. have fun.
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