Archive for the ‘ News ’ Category

Blog not dead; Just been busy

Though I doubt anyone actually reads this (and certainly not on any kind of regular basis), I just figured I’d post on here to show this isn’t dead. It is in need of updating however. Particularly my CV… I still really need a job, but coursework and such has led to me not having time to get things sorted.

As far as elindor goes, the coding is still moving along at snails pace, but on the plus side; I’m currently doing a module called “Simulation and 3D Computer Graphics”, but is proving to me more than useful as far as elindor is concerned. And the lab work for it (classes to manage vertices and matrices) can be copy/pasted over which is always nice.

My imagine cup entry was moved to the games invitational a while back, and we’ve decided to recode it for XNA (Silverlight just wasn’t meant for games). We have now just under one week to get it finished…. and this would be an impossible target were it for for the Neoforce Controls I found for making a game UI. Definately recommended. They are easy enough to figure out and look great!

Finally, some real progress

If you head over to the Elindor website, you’ll find that the art, story, and sound aspects of the game are starting to really make some headway. But it gets even better, the coding for the game is finally starting to take shape. All sorts of decisions have been made and for those that are curious, there’s even a test installer for the games’ model viewer.

The main file formats that are to be used for the game are mostly decided, and now my main task is how best to prepare these for easy use in the code. Its looking like I’ll be making my own file format to act as a container for groups of objects, materials etc. For example grouping all textures and models for a particular weapon. Im thinking of calling these files “Elindor Resource Collection Files (*.erc)”.  Of course this is nothing definite yet, it could still all change. But with code finally starting to take some short of shape, it certainly feels like the project is starting to make some progress.

One thing I am curious about though, is certain programs and games (such as OpenArena) seem to have single binary executables that can launch on a variety of platforms. The OpenArena one for example, is one single exe, that can load on windows, mac and linux. I’ve tried finding out how this is done (though google) and have thus far turned up nothing. Its certainly tempting to see if its easy enough to be worth doing for Elindor. Should any random reader stumble across this and have a solution, I would be very appreciative.

Elindor Site Returns!

After many months of anguish, the Elindor Online Website is back. We lost everything so the forum and site have had to start from scratch. The site ain’t close to looking good yet, but at least the forums look better than last time. Old posts were lost, but thats not too big a deal as there wasn’t that much there. I can’t be bothered to move my blog again, so all Elindor posts will stay here. So, now that you know, head on to 

http://www.elindor-online.co.uk/

and start posting!

3DS Model Viewer in OpenGL

With Glut set up, I have been able to start on some code to load a 3DS max file into memory and then render it on the screen. Im having the usual sorts of problems, such as fantastic FATAL LNK errors – buts its progress nevertheless. The code is mostly done, just a few bugs that need to be found. Just so as people get an idea on where this is going, once this works, I shall begin development on the Cel Shaded rendering engine that will form the basis for the final game. This will obviously take a while as I am new to both c++ and OpenGL, but its nothing too tricky.

Elindor Site Down – freeGLUT Environment Up!

The entire elindor site has been down for a while now, as it is in need of a new host. Entering the domain into your browser will only get you the sad error of page not found. However, after a few months of desperately trying to get opengl with freeglut set up on my pc, and battling with a ridiculous amount of errors, I have finally achieved a working development environment for freeGLUT. This means that the code for the Elindor engine will be able to be ported to different platforms with far greater ease than if we had stuck with XNA, but the code is easier than to try and write pure c++ opengl code. Now the real development can finally begin, after months of delay. First up will be a basic test program for loading 3ds max models and rendering them to the screen. Shortly after, animating those models. And so on and so on…