Ogre

Birthday weekend

There’s unlikely to be much coding done this weekend since both my wife and I have birthdays 😀I fixed a couple more bugs and did a Dagon -> Eihort merge last night but that’s probably all I’ll have time for until next week now. I’m part way through some threaded loading enhancements but that’s going to need some more time to mature before it’s totally ready, and I also have to brush up a little more on Collada, since I’ll be demoing Ogre at the Sony/Collada Birds of a Feather at Siggraph in just over a couple of weeks.

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Bleurg

Well, yesterday I had an utterly unsporting stomach bug of some sort that took me out for 12 hours. I basically stayed at home all day and didn’t feel up to anything (no, not even my new glossy DS Lite) except a little reading and TV. I even found myself watching the Bloomberg channel at one point without realising, my eyes glazed over, absorbing financial information at some subconscious level in my sickly stupor.

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ATI and SM3 tomfoolery

The Radeon X1x00 range supposedly supports Shader Model 3. Except of course, that it doesn’t. 😉 ATI have exploited a loophole in the DirectX9 SM3 definition that says to be SM3 compliant, you have to implement vertex texture fetch. However, it gives manufacturers flexibility over which texture formats it can support in the vertex pipeline (nVidia support PF_FLOAT32_R and PF_FLOAT32_RGBA in Ogre pixelformat conventions), and what it doesn’t say is that you have to support at least one texture format as a vertex texturing source.

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My thoughts on software design

I don’t claim to be an expert in software design, but I think I’ve learned a few things over the years. As I’ve wrestled with a few problems recently, I began to think about the approach that I generally take to the process of design. It’s influenced by books I’ve read, multiple projects that I’ve been involved in, and some of my gut feelings. You may agree or disagree, but I felt it would be good, even just for myself, to write down the tenets that I’ve come to regard as core to my design approach.

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Vertex textures, standards and gaffer tape

I have a few things on my TODO right now, but one of them is vertex texture support in Eihort. Now, this isn’t actually that hard to implement, but I didn’t do it for Dagon because DirectX and GL take completely different approaches to the way they bind textures for use in the vertex shader. So it’s a design question rather than one of implementation - the differences between the vertex texture implementations pretty much mirrors the fundamental design differences between D3D and GL.

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Orcas-trated?

MS have been talking more about Orcas lately, the codename for what will become Visual Studio 2007. Of course they’re doing what MS does best of late, which is talking up the virtue of a product that hasn’t been released yet (they have quite a few of those). Personally I just wish they’d concentrate on releasing a bloody service pack for Visual Studio 2005 before they think about the next generation.

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Business cards arrive, DXT, OSX, Collada, 3DS, chapter reviews, contracting

My new Ogre business cards arrived today, and all glossy and strokable they are too. They’ll form a part of the OGRE publicity offensive (or is that offensive publicity?) at Siggraph at the end of next month. I figure if the distribution of propaganda worked for the Americans in Afghanistan and Iraq, then it can work for us too. It did work, right? 😉 My work on DXT decompression is done, and our use of DevIL has now ceased in Eihort.

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Linux Format review

It was pointed out to me in the forum that the UK edition of Linux Format had a review of Ogre in it this month, so I grabbed a copy for posterity yesterday. There have been several reviews of Ogre in European magazines over the last couple of years, but I think this is the first full review in a UK magazine (we got a box-out mention in Game Developer a few months back though 😀) .

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New stuff from Deck13

Following up Dan’s comment on the last blog posting about the Ankh sequel / expansion, I popped over to Deck13’s site and saw that at E3 they also revealed their next title, Jack Keane, due in Q1 2007. It sounds like a toungue-in-cheek Indiana Jones / Monkey Island fusion with the same quirky / colourful art style that was used in Ankh. It’s good to get a peek into what they’re up to over at Deck13 now, there’s a preview on the Adventure Gamers site.

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MobyGames rapsheet

I just realised I have a rapsheet at MobyGames site now. So does OGRE in fact. It’s all come about through the release of Ankh 😀(and wow - there are even more awards than the last I went to the Ankh website, well done chaps) I was pretty chuffed about that. I know it’s not a big deal to people who have been in the game industry for a while, but it’s a watershed for me.

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