30/11/2007
Long time coming...
30/04/2007
A very simple profiler
I needed a very simple and quick profiler - this is what I came up with. Youll notice its very like a C define, oh well :)
from time import time PROFILE_STACK = [] def BEGIN_PROFILE(thing): ind = " " * len(PROFILE_STACK) PROFILE_STACK.append((thing, time())) print "%sBEGIN_PROF %s" % (ind, thing) def END_PROFILE(): thing, start = PROFILE_STACK.pop() ind = " " * len(PROFILE_STACK) print "%sEND_PROF %s = %.3f" % (ind, thing, time()-start)
You simply wrap blocks of code in BEGIN_PROFILE('some string ident') and END_PROFILE() and it will print the execution time.
Im still fighting with pywracer physics unfortunatly and now Im vaguely tempted to try my hand at a golf game. There arent any free golf games! ( unless we count neverputt )
20/04/2007
Not very interesting...
Wow what fun! No - infact. Altho I have swapped in a new config backend for saving data, updated the model exporter and created a nice easy way to insert instances into levels! Here's what the level designer looks like:
Main Window:Instance Manager:
Dont ask me why those text labels are different colors, seems to be a weird bug in blender ( couldnt possibly be me ;)
19/04/2007
Building textures
Ive created some building textures using blender! Its not very difficult you just need to use Ortho setting for the camera. I think its also possible to create normal maps this way ( see this tut ).
Here are the results:15/04/2007
The Power of the High Pass Filter
This is a tutorial I spotted at blendernation and its great! The tutorial is from gamasutra here.
Gimp users fear not - ideasman even posted a gimp script for a high pass filter in the comments of the blendernation post. The script is here and should be placed in ~/.gimp-2.2/scripts on linux.
The results are great, lets see if I can make some nicer looking buildings now :)
14/04/2007
Pywracer in Color
- Color UV textures
- Fading out of detail texture
- Lots more buildings
10/04/2007
09/04/2007
Let there be instances
08/04/2007
Screenshots
Some screenshots from the latest pywracer level viewer. There is now a detail tex on the track and some pretty lens flares ;)
31/03/2007
Pywracer upate
Pywracer ( http://pywracer.sf.net ) is undergoing a rewrite. This time pywracer will not use soya but custom code written by me. Im specifically targetting OpenGL 2.0 compatible cards so I can use the features of modern cards and save some cpu time. So expect shaders,a much higher vert count and generally a nicer looking game :)
Thanks to improvements in blender since the last pywracer we can now bake lightmaps ( albeit atm without anitaliasing ( and smooth faces?! ) - hopefully these will be fixed). The lightmaps give the pywracer world a much nicer look. Ive also written various city/city building generators in BPy that should help with the war against content. With all this data I've implemented a "data build"; it transforms blender/gimp exported data into game ready data. By doing this is scons I've also saved myself some time because I can reuse the python classes Ive used in writing the exporters and game itself ( specifically one Track Settings class which contains all the info required to build a track, this file is exported from blender and used both in-game and by the build scripts ).
For physics I'm currently looking into Bullet ( http://continuousphysics.com ). It seems great atm - sure I cant do actually do what I need and a lesser prob: there is no c api, but its nicely written and the forums seem good for help. I'd definatly recommend looking at Bullet if you find ODE a bit old/big/scary.
Today I'm going to try and get the ship following a spline around the track and possible create some simple effects like lens flare. I want to start being able to show off the gfx ;)