Still Alive...

But on medical leave.

Nothing terribly serious, but enough to make working on projects difficult.


And now, for something completely different....

This DevLog is supposed to be about more than just videogame development, so here are a couple sketches.


(click for full size images)

They are each for different projects, one for a webcomic, the other for a possible videogame. I'll let you wonder which is which.


A Matter of Size

Yes, this is another "I'm still alive" post.

There have been few updates lately, the project is still undergoing its adaptation to using LWJGL, plus I'm taking the chance to clean up some of the graphics libraries I had already coded, because they were having an unacceptable memory footprint.

On another end, my graphics card got fried, after many years of service. This last weekend I installed a new one:

The thing is ridiculously big. To the point it barely fit into the case. I haven't tested it, due to the compressed air spray I used to clean the rig leaving some condensation around.

Yes, I'm drying my computer.

So I expect to get back in action this week, hopefully with the previous geometry tests now running under OpenGL.

Next hardware upgrade: A reliable NAS drive so I can have a decent SVN setup.


What? I have a blog?!

Yes, I've been away for a while... Choose whatever excuse you prefer: Work, Exams, other Exams, or lazyness. End result is the same.

There hasn't been much progress on the project lately, mostly because I'm dumb and try to do too much. Thing is, I've been trying to merge the LWJGL source with mine since there are many point in which they both match, and, truth be told, I just love to take programs apart to see what makes them tick.

This time, once I saw how it ticked, I realized it'd be stupid to do what I was trying to do, and have thus been reverting back to my previous setup, with the intention of just linking to the LWJGL libraries instead of integrating them.

So now I'm working on that, and also moving code around to where it should be. Turns out I've built most of the existing code under a "test" namespace, while all the proper namespaces for the different pieces of the engine sit there, sand and empty, while the "test" namespace grows big and bloated.

I'm thinking about doing another mockup, just to get me in a more positive mood. Ironically, using per-pixel lighting makes it harder to produce a mockup manually than it was when I intended to have simple overlayed shadows. Maybe I could do the mockup in-engine.... Yeah, that sound interesting.


miniDooM: GlooMy...

I've been tinkering a little more with the lighting code, as well as the textures. It is starting to look rather good:

There's a trick to that image, though... It is actually done using GLSL shaders through the LWJGL libraries.

I still need to benchmark it, but performance is way better. I might even get an animated gif once I figure how to avoid making them so heavy.

On other news, I've gone through all the archives and renamed the project from DooM-4K to miniDooM, as well as doing some typo hunting.

I'd better stick to that project name, lest I have to do the whole renaming thing again.


System Fault That Happens Over A Distance

Funny thing happened recently. I got my hands on the latest (as of this writing) Weekly Sale from Humble Bundle, a collection of rogue-like games, and my attention was drawn immediately to the game I'm plugging talking about today:

Why do I want to talk about this game?


miniDoom: In Light of New Events...

Wooo! Real-Life twice-a-year obligations I can use as an excuse to post nothing over! (for now)

Actually, it's not like I haven't been doing anything during this latest exa... excuse period. I was a little burnt out with the polygon/collision detection code, so I've been tinkering with something else. And now, to appease my ego: Let there be LIGHT!

As I usually do, the breakdown: