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gallery, >24 images, culling behaviour

  • Still a bit to go but finishing up the chico of the dead game, about a week left? event spent some time improving the quality of the first part of the game experence (added help)

  • well, took 5 hours to write my own morph plugin for max, but then took 2 days to change the pipeline, engine and animation for stream based morphing.
    and so the first thing to make was a shalug, half shark, half slug. what else is morphing…

  • First pass of the assets is almost done (evironemnt, some props, 3 player models and 5 zombies are done. one zombie and 3 small creatures left)
    Code is also getting done, minus the occasional task from hell such as 'rewrite collision system…

  • Started to implement game flow over the place holder assets, so have seen ingame cinematics and the simple scripting sequence work.
    Today finished one of the three player models, added frustum culling and linked up the missing bits for game…

  • Day 15 game dev, the zombie can now fight back which makes thing seem a bit more fair, also made it a lot tougher to kill the zombies.
    Title screen and starting a new game are done. now to make place holder art for the rest of the game.

  • Still working on iPhone, now have opengles2 support for my pipeline (shaders)
    finished up the goldfish project, and having a break from the cute stuff to do something violent, like shoot zombies.
    zombie is a performance test, though still…

  • Took a break from programming to do some artwork, and kind of happy with the result of an afternoon mucking about with normal maps. possibly should learn mudbox or zbrush, but found a workflow that suits me, even if i get to swear about polygon…

  • well, that is a way to spend my time.
    had another go at asset pipeline, using what i had learnt over the last few months and getting the information to the engine for the shaders, as well as preserving non shader rendering.

    excitement…

  • well, it is not so much that it is finished, it is more that i'm moving on and not working on it further.

    Nice to wrap something up, annoying the difference in quality of what you want to get done and what you can realistically get done.…

  • That took a bit longer than expected, but now have my own 3dstudio max exporter supporting biped, physique, scene graph, materials and animation. Also happen to have a win32/ iphone game engine that supports skinning.
    (morphing is mostly done…

Submitted by davidcoen on
Forum

artist gallery, you upload images.

when a visitor views them, you get a max of 24 tumbnails at the bottom of the page.

when a artist uploads more than 24 images, the old ones get culled? at least not displayed.

then for perverse reasons just deleted a few redundant tumbnails but the thumbnails list is still culled at old endpoint (ie, now have 25 tumbnails, but only 19 is displayed)

DSC

Submitted by souri on Thu, 12/06/03 - 5:21 PMPermalink

I've been meaning tp fix that for a while - will do it soonish.. btw. don't delete ya thumbs! [:)]

Posted by davidcoen on
Forum

artist gallery, you upload images.

when a visitor views them, you get a max of 24 tumbnails at the bottom of the page.

when a artist uploads more than 24 images, the old ones get culled? at least not displayed.

then for perverse reasons just deleted a few redundant tumbnails but the thumbnails list is still culled at old endpoint (ie, now have 25 tumbnails, but only 19 is displayed)

DSC


Submitted by souri on Thu, 12/06/03 - 5:21 PMPermalink

I've been meaning tp fix that for a while - will do it soonish.. btw. don't delete ya thumbs! [:)]