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Shader Improvements

June 4, 2011 Blaine

I recently read that in most cases the view transform (D3DTS_VIEW) should not actually be used, as it is faster…

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Posted in: Emergence Development

It’s Looking Like A Game

June 3, 2011 Blaine

I’m please to say that the Emergence engine is starting to look like a game. Not that it did before,…

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Posted in: Emergence Development

AI Controller Progress

June 2, 2011 Blaine

I pretty much exclusively worked on AI Controllers today. AI Controllers are how the plugin-able DLL communicates with the game…

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Posted in: Emergence Development

Material Resources

May 30, 2011 Blaine

In my last post I hinted that I wanted to redo the way textures and shaders are handled by the…

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Posted in: Emergence Development

Resource Management 2

May 28, 2011 Blaine

So I re-implemented the resource managers for game assets. Specifically for meshes, skeletons, and skins. I decided to handle the…

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Posted in: Emergence Development

Resource Management

May 27, 2011 Blaine

One of the major problems with the current implementation of the game was how resource management was handled. The resource…

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Posted in: Emergence Development

AI Controllers

May 24, 2011 Blaine

Alright, I implemented the ability for one AI to access the AI controller of another entity. The main reason I…

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Posted in: Emergence Development

Making Noise

May 13, 2011 Blaine

Today I worked more on the problem of implementing a working door in the game. Specifically with regards to sounds.…

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Posted in: Emergence Development

A Rant

May 11, 2011 Blaine

Alright, today I went ahead and posted the entire contents of my private developer log, so most of the posts…

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Posted in: Emergence Development

Log

Blaine

Major changes were made to how AI works. It used to be that there was a list of simple entities…

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Posted in: Emergence Development

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