Codehead's Corner
Random ramblings on hacking, coding, fighting with infrastructure and general tech
Posted: 11 Nov 2006 by Codehead
1 minute read

The work on AMBERs game logic and teams system has turned up a little nugget of eye candy - Team colours.

Example Team Colours

Using dynamically generated textures, I’ve been able to keep a single base texture for each model, but modify it at run time to apply a team colour and a joint colour.

Categories: AMBER
Tagged as: #OpenGL #DevBlog
Posted: 23 Jun 2006 by Codehead
2 minute read

Some progress on the in-game model handling….

Skeletal Animation!

The previous in-game model format was MD3. The format uses snapshots of the mesh for each frame, creating huge model files which require the vertex normals for each frame to be calculated at startup. The normal calculations alone took 30-45 seconds per model. The files were over 1Mb each and had a huge memory footprint. It also made the workflow for modelling a nightmare and very much a one way process.

Categories: Projects AMBER
Tagged as: #C++ #OpenGL #DevBlog
Posted: 17 Jun 2006
1 minute read
The locust model has been converted UV mapped and skinned. (Click for a bigger pic) Joseph’s original is on the right. My skinned, lowpoly version on the left. Whad’ya think? You can download the mesh from the Mech List.

Categories: Projects AMBER
Tagged as: #DevBlog
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