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Below are the 19 most recent journal entries recorded in Brigham Toskin's LiveJournal:

Wednesday, March 12th, 2008
1:55 am
random lady from my past
I miss talkin' at Hollie Dollie. That is all.
Monday, November 12th, 2001
11:46 pm

Ok, so this project is going extremely slowly. But what do you expect from someone who's never made a major game before working by themselves, while going to school, trying to get a job, and waiting for the engine that's gonna drive this thing to be released?

The Destiny3D engine is getting really close, so it's about time to start working on gameshell programming. I've been spending most of my time recently working on the story for the game, so not much programming was getting done.

But I missed programming, and I had a really good idea for a tool to help with using Buzz to perform live music, so I started working on a scripting language for it. I've got all the basic requirements worked out, so now I just need to program the interpreter/player. If things go well, I'm going to write a compiler for it, and create an IDE type dealy.

I may be able to use this project to integrate (scripted) native buzz music into my game directly. I was also thinking of making the language extensible, so that it could be used to control more than just buzz. Not sure exactly how I'd implement that, or use it, but it could be neat.
Sunday, September 16th, 2001
2:57 am
Been a while, again...
Ok, so I was on vacation in Seattle for a few months, and then I started school. I'm pretty much accustomed to my schedule and whatnot now, and I'm starting to get back into Game Development mode here.

The game engine I'll be using is shaping up nicely. I think it, plus the use of C++ and objects will make things a lot easier on me, design wise... It's called Destiny3D. I've made a few engine changes since I first decided to make a game, but they're all defferent incarnations of the same thing.

First, Jet3D, which was origionally going to be Genesis3D 2.0, but that was too unstable, and incomplete. No development was being done.

Then I switched to Genesis3D 1.1. Older, but stable and complete.

Then I was planning to switch to Genesis3D classic, which was going to be the updated Genesis Engine, but they changed the name to Destiny3D.

Brief bit of useless history for anyone who cares.

Current Mood: tired
Sunday, June 3rd, 2001
7:06 pm
Ok, so after a long time of floundering and wondering where to get started, I ended up making significant progress in the design documentation for my game. I had been trying to use someone else's design doc template for my game, and I guess it either wasn't a good match for my project, or my brain. Probably my brain is more likely, though it could be both.

Anywho, I've made more progress in the past few weeks than the past 6 months. It's like everything suddenly made sense when I started going about it a different way.

I'm working on the general game architecture right now. Since I've never worked on a completed game before, I'm not completely sure how to organize everything, but I'm just trying to work the logic out in my head, and produce an algorithm. I can always change it later, if I leave anything out, or stuff just doesn't work.

I'm also fine-tuning my idea of how exactly to write the story. I figured out a way that I can enlist outside writers, like the group of writers which inspired this game in the first place. Basically, I'd just have them write small sections and send them back to me, and then I'd write the next level down to make sure it all fit together, and then send that out to them, and repeat the process. Perhaps I can get my younger brothers to help write it. They're really creative.

Current Mood: accomplished
Saturday, May 5th, 2001
2:49 am
Ok, so I'm kinda getting outta the swing of things here. I'm waiting on the release of Genesis3D Classic, but I guess there's still plenty I could learn from the current release and apply to the new engine when it arrives.

I gotta get into the shells, I think, because they have a lot of the stuff I need to learn in them. Which ones are pure C, I wonder? I don't wanna mess with objects and methods right now...
Thursday, April 12th, 2001
4:04 am
From Seattle, With Love
This is sorta OT for a dev journal type thing I'm trying to emulate here, but I don't care. I just got back from vacation in Seattle, and my mind is doing somersaults, while my heart is running in circles.

Norah is a rad girl.
Monday, March 12th, 2001
1:06 am
It's late, and I've got too much Japanese homework...

I'm kinda still waiting on John to give me a patch for DE to fix the problem with choosing other resolutions. I guess it's not really necesary for me to wait on him, as I can test it fine in my native resolution just fine. Oh well.

I've also just remembered that there are like 5 billion other sources out there besides GPreview, GDemo, and GTest... It also just occurred to me that I can use PARTS of the different wrappers out there, and I don't have to use the whole thing. I'm gonna start looking through the Active Frame and Project Z source code soon.

Guess that's all for now.

Current Mood: tired
Thursday, March 8th, 2001
3:53 pm
awesome possom
ok, strafing works now, as does collision detection, mouse look, and translation forward & reverse...

Now I just need to figure out how to keep the message pump flowing for holding the mouse button down, or if a new ket is pressed.

Current Mood: accomplished
2:26 am
Ok, so I got it compiling now. In fact, I have mouse-look working almost perfectly! I just need to tweak the code a little, so that it wont let you flip the camera over.
12:31 am
blah blah blah
still not compiling correctly. The rally agrevating thing is that it finds **ZERO** errors with my code. The stupid compiler points out a buttload of errors in the genesis includes, though, which when investigated, turn out to be non-existant! WA!~

I'm going through all MY code right now, to make sure I didn't leave a curly-brace pair open, or forget to end a line of code with a semi-colon, but I really doubt that it could be the cause, unless it is in one of my headers.

Current Mood: tired
Wednesday, March 7th, 2001
12:59 am
And it all comes tumbling down...
Ok, the DE fiasco has been solved, thanks to JWV. Disaster averted. We can see the world rendering with the properly set up viewing Rect. Success.

Movement code of sorts was hacked into the app, but it wasn't satisfactory to me, so I tried to port the movement code from. I'm pretty sure I was REALLY close to getting it to work, and suddenly, the coding gods were angered by me. I'm not sure what I did to piss them off, but now I'm getting like 60 errors per module. Now, I'd say this was my fault, but the errors are all in the genesis headers!

I didn't touch them, I swear!!!

Current Mood: irritated
Sunday, March 4th, 2001
11:32 pm
slow progress is better than none
John W Vanderbeck is looking into a bug I found in his driver enum project. When I tell it not to allow users to pick windowed mode, the app crashes on startup. Not too good, that. He made a debug version of his DE lib (finally) which in addition to working in a debug build, fetaures extensive logging of internal processes. Great work in that!

Still have to work on the movement code.

All your base are belong to us.

Current Mood: tired
Saturday, March 3rd, 2001
1:30 am
Well there ya go...
I have my world rendering now, and I even added some movement code. You can spin the camera in a circle! Wow! It turns out that I wasn't properly sizing my viewing rect to the screen resolution. With that resolved, it's nice with a wide screen type view.

I'm having problems with getting pitch and rotation to work together. They both work, but independantly of eachother. Wha tI mean by this is that adjusting the pitch is viewed only relative to the origional heading, and adjusting the heading is only relative to the origional pitch. So when you adjust both of them, it jumps between two views. I think it has something to do with the coordinate space I'm using and vectors that I'm not using (but should be).

I'll look into the GPreview movement code, adn see what they are doing.

Current Mood: accomplished
Tuesday, February 27th, 2001
12:14 am
Well whaddaya know....
I took out the code for the bitmap and sound, and that killed the error that was causing the program to shut down. Still no world being rendered, though. That's suck-tacular. If I can't get it to run soon, I'm gonna ask someone on the G3D board to bail me out... I feel kinda bad about asking for that kinda help, but they know me well enough that some of them will do it.

In the mean time...

Current Mood: amused
Monday, February 26th, 2001
12:11 am
Well, I don't know how I do it, but I managed to break the MinApp tutorial form WOG. I tried adding DriverEnum to it, and in the process, I commented out too much code. Now that I have the pertinent code compiling again, it fails to render the world. Interestingly, the message pump is still runing.

To test if it was actually working or not, I tried adding the intro image and sound which is also found at WOG. This causes a MAJOR error when running the app, though it compiles fine. I think it might be the combination of whatever the origional problem was of the world not rendering, in addition to a NULL VidMode being used. I'm not sure where to get the vidmode from...

Current Mood: aggravated
Friday, February 23rd, 2001
7:24 pm
MinApp.... BAM!~
Ok, so here's what's up.

I decided that GTest adn GDemo, and even GPreview were more than I wanted to deal with for learning G3D. So instead I'm going with the Basic MinApp from WOG. I broke the code when I added DriverEnum to this project, but I think I just commented out too much code. Apparently this one function I completely discarded did a lot morethan I thought.

More on that later...
Tuesday, February 20th, 2001
10:12 pm
I've decided that maybe the best way for me to get a really good handle on Genesis3D is to start out with a MinApp from WOG. GTest and GPreview are good examples of what works, but they are so ugly!

Shout out to Norky. I love you

Current Mood: contemplative
Sunday, February 11th, 2001
10:51 pm
My back hurts.
I'm trying to grab the game manager from GTest, so I can use it to handle my sound system and whatnot in GPreview, but The more I grab, I find out that it's connected to even more stuff that I didn't even want in the first place. Very poorply modularized, man.

Maybe I should try to hack at GDemo...

Current Mood: aggravated
1:58 am
Ok, this is the first edition of my susper-fantastical Dev Journal.

I'm hacking away at the source code of GPreview. Im hoping that I'll be able to compine GPreview with the Game Manager from GTest, adn the Effects Manager from GDemo. More as it comes.

Current Mood: contemplative
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