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14 Jun 06 - I've set up a Development Blog for AMBER. That way I can post news more easily (even when away from home) and hopefully keep things a little more 'current'. I probably won't be updating this news page any more.
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01 May 06 - Home again, I've spent 4 months in Afghanistan and got very little done. Long hours and bad conditions. :( Still should be settled for a bit now.
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11 Nov 05 - OK, Big break from the Internet, I was away for 2 1/2 months. My trusty laptop and I got a heap of stuff done. I'll be away again soon for even longer, so I hope to really crack on with the core of AMBER. I've been looking around for models, and a whole bunch of you guys out there have come up with the goods. I now have more meshes than I know what to do with. Thank you, one and all. There's a page HERE that lists the mechs that are currently being sorted out, converted and made ready.
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12 Jul 05 - After looking at MD3, I think I'm going to use that for the time being, it can be used just like a high resolution MD2. There's extra support for multiple meshes, so I can add customisable mechs to AMBER later.
I've been doing too much modelling and not enough coding recently. However, I have been lucky enough to have some models and music given to me for use on the project, I'm setting up a contributions page HERE.
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22 Jun 05 - Finally cracked MD2 objects, with animation! The results are not as good as I had hoped. The low resolution of the format means that objects 'wobble' when animated. I'm working on interpolation to smooth out the frames, but I think skeletal animation will probably be the best path to take with this.
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05 May 05 - The 3D version of AMBER is just over a year old now, and looking pretty good. I've been busy with family and side projects for a while, but I have a couple of months free soon to really get some hardcore coding in. :)
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15 Mar 05 - No updates recently, I've been working on text rendering and the GUI system for AMBER. Not much eye candy there for screenshots. However, it does mean that there is a great deal more functionality now. I'm thinking of releasing the map editor as a tech demo to see how AMBER fares out in the big bad world. Watch this space.
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09 Feb 05 - Two weeks away from home, thought I'd get loads done on my spanky new laptop. However, I've spent most of my time playing Dungeon Siege. I did do some work on AMBER though. Model loading now features UV mapping. The MD2 loader is giving me problems, I've been without an Internet connection while away so I can't do any research on the format.
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23 Jan 05 - Starting to get alot of things together now, but spreading myself over a wide range of sub-projects. A-Star and 3DS loading seem to be taking up most of my time. Screenshot
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05 Jan 05 - Into the new year, fixed most of the issues with reflections. They look a lot nicer now. Screenshot
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23 Dec 04 - A few days of playing got the relections going on the water hexes. They look a bit odd at the moment, but that'll be sorted when I fix the lighting. Screenshot
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10 Dec 04 - Well, glSandbox sorted my blending problems, you can get it HERE if you want to play with it. Now back to work on AMBER.
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01 Nov 04 - The blending of overlays and decals is getting annoying. I've decided to suspend work on AMBER while I write a tool to enable me to work out the correct blending/alpha parameters.
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03 Aug 04 - Camera handling is good enough for now, the map generation works too.Screenshot
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16 May 04 - The basic GL init and texture loader (SBM of course) is done, now on to a camera class and object loading.
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02 May 04 - PNG images are a bitch to load and I need 32 bit colour with alpha, so I've knocked up my own image format for this project. SBM (Simple BitMap) has a small, standard sized header, no compression, no CRC's and no bizarre image mangling. I've written a converter that accepts 24 bit BMP images and will merge in alpha information from 8 bit bitmaps.
SBM info and Convertor
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14 Apr 04 - Got a rough map together in OpenGL to prove a few concepts. Once I get home (currently on Holiday) I'll start on a wrapper to encapsulate a basic OpenGL engine. Screenshot
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05 Apr 04 - Finally started to get to grips with OpenGL thanks to NeHe's Tutorials , Looks like the 2D DirectDraw version of AMBER will be shelved in favour of a whizzy 3D OpenGL interface. This also brings the possibility of a Linux version.
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