Update : Boy is there lots of tweaking left =P… After I get all the objects ready it will be time to tweak the lighting and effects.. I plan on release the first beat without sound ;).. I want to focus on visuals then add the music. When I was in college I used that trick as a good way to push myself farther as with music almost any video is better =)..



HDR and BLOOM in..This will be an option for those that prefer better looks to frame rate. There is a reason not many games are using it as it is a fill rate killer. (BIG TIME).. so I think I will ask the player in the begging if they prefer frame rate or graphics then let them adjust in game if they like. Right now it is still running at a great speed. If I can unload the gpu a bit more it might never be an issue. I do not have a iPad 1 though… We will see.

PLEASE IGNORE THE FRAME RATE! This is in the simulator on a Mac Mini base piece of junk =)..

Now the Bloom will definitely be a Option as it is a fill rate HOG… The volume shadows also. As newer devices get better with the fill rate it will only get better =).. Right now it is screaming at 30 fps at all times on my iPad 2.

Wow.. Got M.E. running on iPad

I plan on this weekend updating the COLLECTORS build to universal (with a few bug fixes).

As for tonight I am going to try and get the stencil buffer shadow volumes working in my render to texture bloom code(Nix that fixed on to the blooming =) ). For some reason it is not showing at all. While it works fine when using the standard frame buffers… this could be fun. =) Hopefully soon I will be back to the character code soon. After that it will be time to create the characters (I have already started). Then I will be able to start making the first level of game-play! I am pretty excited about reviving the Dungeon Keeper type gameplay. I am really excited about the prospect of having AI pets that you grow =).. Back to the day job!.. I sure wish I could do games full time again without the unstable as hell game industry job =P…..


I like it a LOT… I might have to take a break from the new game and see if I can get a HD Universal version out.. I need to put some time into it adjusting the interface but I think I might try to get an iPad version out this weekend time permitting =)….

–> CLICK <– these shots to see them in high res iPad love!..


If you missed it yesterday I finished the volumetric shadows and you can see them here.

Awesome!! I am very happy with the last 10 or so hours put in…

Wow updating to a universal app was a one button press for me… wow… I need to look into Mission Europa and updating it to a universal app post release of the next title…I will have to adjust the user interfaces but other then that I am not sure it would take to much =)…. back to work!


So what do yall think so far! =)..

A ways to go I need to get the glow HDR effect in (a LOT easier then the Volumetric Stencil Shadows). I will post some shots after I get that in.. but it is starting to look pretty =)…

A few more shadow issues.. then =)


Well sometimes it just takes a moment or two from behind the console.. I finally worked out all the kinks with the shadow volumes… SO many places a wrong value can mess you up. On top of that the whole time you really are not getting a great visual on what is wrong it is either there or not =)..

Video: (the shadow volumes are faintly there to show them… notice the inter shadows finally… a bit mask was killing me at last.. )


Update: Does anyone remember this!

Just popped in my head..

R.I.P. Origin should have never sold off to EA =-/


A few more shadow issues.. then I think I want to move over to HDR and add that system to the scene graph. Having done that one so many times it should not be as killer as the shadows were (Information on the ios stencil is convoluted as pre-3Gs it did not have one…)

I need to first separate the stencil build up pass into a building of all shadows then a screen render for the shadow itself. (I want one color for shadows as I do not expect to many light sources at once (to expensive) and I do not like overlapping shadows and the way they look even if it is correct… )

More later =)


Update: DONE… it was a 1 off bug that was causing the issue.. argh…

A thing of beauty! =P…


Recovering from my birthday yesterday not expecting a lot out of me today. I will be nursing my braincells back to life today. I am stuck on what I think is a driver issue of some type. When I turn on front face culling the entire screen is doing something weird with my shader after it is rendered.. anyway I will be looking at it later =)

Almost there!

Crazy times right now.. house repairs and day job… people on vacation at the day job 2/3 gone 😉

Here is the stage of the shadow volumes.. sadly I am only getting a few hours a day to get work done.. hopefully I will get more tonight and this weekend.. the remodel of the shower is killing me. I still need to finish the framing and then pour the drain pan base ..

Getting very close…something strange still happeneing

Busy times…

Update: Slow day job day… scary really… times sure are hard in the economy.. =/…
Anyway.. I had time to find my error a simple stupid error when I was checking triangles I had one leg backwards… duh.. so here

Ok now how this works is pretty clever. You first calculate all the edges either pre-calculate or on load. (I do it on load as it is pretty quick this will change later I bet). Then create the colume off the silhouette. This is again pretty easy as all you have to do is run through a hopefully VERY small index of edges and check if one triangle on the edge is facing away and one towards the light. Whaala an edge we need to extrude. Then extrude it away from the light careful to mind winding. Wind it to where the normal would face out of the volume. The last step is at render time to use the stencil buffer to write the toward faces and then the away faces increment and decrementing the stencil. You now have the shadow outline to apply =).. good stuff cannot wait to be done with this little tool. I need to finish the stencil ops now should not take to long. You can see it working in the above image. The red is the back cull the blue is the front. Where you see blue and no purple you will see shadow…i need to still cap them also whoops =) (actually I will not have to cap that one as the Z Z buffer will take care of that one….


I am splitting coding time with sleep and ripping out a shower..The head popped off and I had to tear down some gyp board to get to it. After I had a 3 foot hole.. I just kept going =).. now a tile shower is on the way!.. I just need a clone or two..

Here is where I am on shadow volumes.. I am having troubles with the winding order.. what you want to see is purple in the back out of shadow. And a solid color in front. Not happening yet… but I never give up I will find the error in my winding code tonight in between the shower …

Here is an example of the problem =)..Nothing like a debug line system in an engine and a good one at that =)…. red should always touch blue.. here you see red touching red.. so there is a problem =)…. you can also see the silhouette formed by the calculations.