|
Portfolio
Portfolio
23/05/2007 - New screenshots
From the Project : Exodus, check out Media page.
22/04/2007 - News
Took a whole week to get all memory problems solved, there was some problems on releasing memory when
quitting the application. I'm glad it is now fixed, I needed to wrote own memory debugger (inside dll) in order
to catch all of them.
Also Project : Exodus has been progressing a lot, although we haven't made
any new press releases lately, because we are remaking our websites (integrating blog, forum, etc. in to the main
website system).
But to give you some idea what is coming, look at this shot : Screenshot
Remember that any of the screenshots from the Project : Exodus that are public doesn't not represent the final product. Currently the graphics
are just test stuff (I even made some of them with MS Paint, so.. ;) ).
20/03/2007 - SolidRain : Project Exodus Screenshots
Added a few screenshots from Project Exodus to Media Page.
Main Pages
And I think it Dawn Bringer 3D V4 is coming to the end, it is not anymore so good. I have had to modify it so much
during these two years that it isn't any good for anyone else to use. What happens after Project Exodus remains to be seen.
If I still have enough time I would really like to start a new engine, but that is starting to seem a bit unlikely, it doesn't
make me any money. Although I haven't given up hope. I already have a clear vision, using DirectX 10. ;)
24/02/2007 - SolidRain : Project Exodus
We have made loads of procress at SolidRain and we already released some test screenshots, check out the SolidRain
forum and blog.
02/02/2007 - News for a long time
Uh.. it feels like an eternity since I last posted something here. So what has happened?
Well first of all I moved to a new apartment a week ago and after that I'v been sick for a week,
just my luck. I went to doctor and she said that it is a virus and that I just need to rest.
On the coding side much has happened. Months ago I joined to a small Finnish game dev team as a programmer.
We are using Dawn Bringer 3D technology in our first game and it has really been procressing amazingly well.
I haven't had really much time to code my hobby projects because I have been so busy at the work. The new team
is Solid Rain. Check out the website for more information. :)
Hmm.. what else. Well I'm hoping to get some new screenshots here soon from our tests. Some really cool
stuff coming out soon, so remember to check my website often for more information. :)
By the way I also removed the Game Institute banner, I reconsidered the whole thing, it really doesn't belong here. :)
07/01/2007 - New year
One year over again and Dawn Bringers birthday was at 24.12.2006, it is now 2 years-old. :)
So what's new?
Well first of all I have written a new system for shaders, which will allow user to define different
techniques and passes at shader (like cg language). I didn't want to use any ready library for these,
because the effect pipeline is built for Dawn Bringer and by making my own system for that was a best solution.
I want to keep the control of the effect pipeline. This way I can do optimizations and add stuff to it as much as
I want to. I haven't yet completed all the features, but it is near. Also I'm going to do some additions to make the
technique scripting much more dynamic (and these features don't exist in any shader lang). It's fully DB TM. ;)
Anyway, I have been running test all day long and the system is working pretty well. Hoping to release some test shots
in near future if I have any time.
22/12/2006 - Away for a week..
I will be away for a week from 22.12 to 1.2. It is time for christmas holiday. :)
I'm still a bit sick, but the pain killers really helped me to get trhough the worst part,
now I think I'm ready to take the 3 hours long train trip.
I also added a new screenshot from terrain test to media page. It is a same terrain, but with different
textures with normal maps.
Happy christmas for everybody!
20/12/2006 - News
Ah.. it has been a while. I have been sooo busy that I haven't had enough time to do much, because I'm preparing to move
to my new apartment. Currently I'm sick.
What I have been doing is debugging and studying some terrain stuff. Go to the media page to see some first pics from my
terrain tests. Some information about it :
- Currently reads only a height data from a .raw file.
- Can handle up to 8 different textures in terrain. It is fast because pixel shaders
allow easy-to-do transitions.
- Optimizes the geometry data for strips or lists.
- Also supports bump mapping, etc. effects.
- Can save & load maps.
- User can affect to the size and detail level of map.
- Fast to use.
If I someday have more time I will add better optimizations, like generating the terrain in to blocks and optimizing the shader. Also
I want to have ability to draw terrain to the ground by my self and also so that you can draw those texture areas
in your own paint (green = grass, etc.). I think it will support both ways : texture areas by height and by the color map.
Until next time, have a nice christmas!
18/11/2006 - Loads of new stuff
So as you know I have been building up the pixel shader routines for my engine, now the first
"milestone" is ready.
New features :
- Pixel Shaders
- Able to optimize mesh data by detecting GPU's vertex cell size.
- Over 50% lower amount of material, mesh, etc. changes, this because of better comparing routines and rendering order.
- Better *.DB3 converter, lots of bugs fixed related to tangent, binormal and texture generation. New feature in the converter messed up the generation routines.
- Added loads of functionality and fixed some small bugs.
Finally I have finished all the new effects what were already presented, now I have
added a new screenshot demonstrating the finished stuff. Go check the media page for more!
08/11/2006 - General News
The Treesman - project is freezed, because I could not find an artist for it. Currently I'm working
on Dawn Bringers newest features, pixel shaders. There is a new screenshot at media page which demonstrates
the effects that are currently supported.
31/10/2006 - Dawn Bringer News
So whats new in Dawn Bringer engine, well I have had some time for developing it too. Here is the list of new stuff :
- Biggest feature : Pixel Shader.
- Better Model Editor.
- with model editor you can create all kind of effects, like parallax bump mapping. Post Processing effects coming in future.
- Lots of small fixes (more stable now).
- Faster, better optimizations for models, now the padding will be done by GPU's vertex cell size.
- A lot small changes.
Here is a pic from the parallax mapping, that I tried in the model editor :
Parallax Bump Mapping
26/10/2006 - Treesman news
The public release didn't went as planned, the zip file was corrupted and caused a lot
problems. But now it has been fixed and I'd like to thank all testers, great feedback!
But it doesn't stop to here, if you have ideas for this game, please share them with me, I'm still
expecting feedback. :)
So what new is coming? Here is a list :
- Strenght and dexterity working
- Optimized
- Better gameplay
- Better interface (I hope)
- More stable - bug fixes
If you loved this game and want to support it, here is something you could do :
- Give feedback, share ideas and so on..
- Donate by using paypal, I'm poor guy!
- Maybe some other idea how to support this ? Just contact me and let's talk about it.
26/10/2006 - First version of Treesman game project released
Screenshot
Download
I would really appreciate if you could send me some feedback.
E-Mail address can be found from contact page. Thanks in advance!
24/10/2006 - Training for game developers..
Check out Game Institute.
24/10/2006 - News
So what new, well first of all I have been creating a small came for a while now, this time for real. Also
I have, again, nailed down some bugs from Dawn Bringer. The game that I'm making is simulation about lumberjacks life :
hunting, getting logs, selling / buying, raising skills, and so on. So there is plenty of stuff to do really, currently
I'm trying to make the game interface to be as easy as it just can be. I hope that I can release some new demos about it.
But not befor I have finished doing the current changes. First public alpha was so lame, small map, some bugs, etc. :)
What else? Hmm.. well currently I'm sick, in a flu, trying to code as much as I can.
By the way, everyone who is interested about game development, indie business, etc. go to www.gameproducer.net, also I recommend
joining to the forums.
Until next time.. and here is the first shot from my game : Screenshot
08/10/2006 - Cool things in Dawn Bringer..
Dawn Bringer currently supports loading and saving different engine objects, like meshes, effects, etc.
Each of the objects can be saved individually, for example if you don't want to save the whole effect, then
just save the materials.
This will let the user use all meshes and effects in anywhere. Model editor will at some point support saving
effects at least, so that you can basically load any model you want, make the effect you want and at the same time
see how does it look like and then save it to file for use. I think that is cool to be able to do that, to have two different
tools in one, model and effect editor. It will save a lot time.
Also in the future I will be adding saving & loading for objects, scenes, etc. That will be neat. Although, saving or loading
these isn't super fast and they take some space too, but it will open new ways to do things, more freedom. :)
Oh.. and forgot to mention that I removed almost all news posts, some of them were almost year old, so there is
no sense to keep them in here. And the features list is also updated now.
08/10/2006 - Thoughts...
When I glance through most of the forums nowadays I usually see people starting the learning from the wrong place.
Now when the shaders are IN and everything must be supercool, people tend to go for it even if they do not know the basic
stuff. That is just so wrong and some people even make money from that. Well think about it, a new great stuff is being used
in some great game and somebody just writes a book called "Make a new (that) in 24 hours" and it sells. And half of the book goes
how to setup a Windows&DirectX application and the next half to tell stories. Usually those books use some ready graphics engine
to show out the new features or just very simple versions of them that are useless. And the whole book doesn't even really describe
those 'things' so that the reader could just use those 'things' after he has read the book. Sad.
For that reason I haven't bought books in one year. Back to the original point. Everybody who want to use the coolest features,
please, learn the basic stuff first. Forums are full of these kind of requests, "How do I make Half Life 2?" and so on.
Back to coding..
05/10/2006 - Model Editor
I wanted to release some screenshots from the model editor. So, the first pic
presents the original model converted from the 3ds file, the second pic shows how
it was modified in the model editor :
Original
Modified
03/10/2006 - Dawn Bringer 3D .COM Opened
Finally I decided to move the sites to a real domain. Mail address changed too :
me is : New Mail Address
Also people can now send donations to support Dawn Bringer 3D development by PayPal.
Model Editor supports update :
- Load & Save.
- Changing materials.
- Changing render & blend states.
- Light color.
- Background color.
- Adding & changing textures (states too).
- Adding & changing shaders.
- Adding effect passes.
Future features:
- Changing model data : position, etc.
- at least..
|
|
|
|