Back To Cursed Realms… aaaahhhh That Mission Europa Jaunt made me really appreciate the new design and engine =)
Back to cursed realms for fun! So far thanks to Doom and MrSpud all I have reported so far with mission Europa is a bug standing over a legendary relic that loops an effect and energy weapons sound effect bugs.. Both can wait for the next patch as stability is my number one huge concern
. So that is actually pretty good news being the huge amount of surgery I did on mission Europa’s innards.
The problem with how I built Mission Europa’s engine is it started evolving on me. I stopped “designing code to solve issues and started brute forcing things. The next thing you know I have ballooned the code base and I would say more then half of the compiled code should be data driven design. In cursed realms I am 100 percent the opposite. I also wrote it to where everything has a sting based name and the entire running engi e can be logged in real time. I can inspect just certain items. The largest change is the serialization from a data tree I designed. Where all objects start from a database and then are serialized with their current state to a file or across the web. Bog differences also in the graphics as cursed realms is 100% next gen and OpenGL es 2.0. Cursed realms is all shader driven with no fixed function pipeline. That is what took the longest time. I had to write everything down to the trustful for the camera for it’s projection, view, and the model matrix. Any who things are looking good now and I will get a break from mind numbing debugging to work in that stage that is the most fun. The experimental stage!
Happy Thursday all!
In jumping back into Cursed and upgrading to 5.0..OpenglEs 2.0 has had some changes aqlong the way in one of the million releases it seems I have not read…So now my light vectors and what not transforming into my shader are borken.. weird.. fun stuff.. But hopefully this will be the last time I have this big an update until launch 5.0 was a big change….
Ahh I had an error that ios 4.x let by… I had glUniform4fv with a 4 for count when it should have been 1..
Note for other devs if your shaders work in 4.x but just show black in 5.0. Then look at your glUniformXfv calls. I had a few where I called glUniform4fv(program,4,pointerToFloatArraySize4);where the number 4 of course should have been 1… whoops… that got by in version 4.x. Anywho that took a long time to figure out being that I had to look at the color responses in shader results to figure it out!..
January 26, 2012 at 12:31 pm |
Stability is good BTW, no crashes or freezes, I only got 45min or so into it last night, life’s busy again.
January 26, 2012 at 12:33 pm |
Wow thanks anytime is awesome!… Very good when I first started testing with the old audio engine I would crap out in 5 min and my jaw hit the floor how the system updates would cause so much trouble for our baby =)…. I feel much better now.. Thank you again!