SVG rendering on C#
Want some?
some good news around the street corner…
I will only post this picture those pictures right now and you will figure it out. Later I will explain more and lay down my plans for the next months…


To Banshee, Newbie_X11 and Thanatos: Yeah..im giving in! Its about fucking time! Let the texture mapping begin.
To everyone else: both experiments are still VERY early and currently unusable. The texture mapping is mostly a very insecure code (handling video memory directly) and very inneficient. Im tweaking as much as I can. Im still trying to figure out how to do floor and ceiling textures fast.
The multiplayer code already be obtained @ SVN,but is very unfriendly and not very useful. Right now, all it does it sync both players on the map, but doesnt handle game logic at all.
I sincerely dont know how long will it take to finish this, as now Im working (as a intern) at Nano Games (hoohay! gone pro!) and we’re developing some really cool games (after all, I would only join a company if I really like their games).
There is a third experiment that I might post here around the weekend…who knows?
Angstron 2 released!

Among changes are bug fixes and major revamp and the levels and graphics. Please check it out @ http://batterypoweredgames.blogspot.com/2009/07/angstron-2-droid-hunter-release.html
BTW, I entered the GPC 08 indie game competition with Angstron 2 on mobile games category. Let the best win.
BZK and lightning
Due to my graduation thesis, I’ve been working on my lightning and shading algorithm for the render. The results?

The shades feel much more realistic, but also gives the level designer more work, as he/she has to lit everything.
Im still finishing my thesis, but when its done, I will figure out how to deal with that
Just check out the screen shot from this post and compare with the screenshot from this post. You can clearly see improvements on lightning. After both screenshots, I’ve also added (with little to no impact on rendering quality) pre-baking the lightning, so it doesnt need to process all the static lightning over and over every frame. Now I only have to take into consideration the doors. Im about to give this a proper solution before commiting the code to SVN.
Angstron 2 – finishing touches
UPDATE: wanna try this? so follow this link - http://batterypoweredgames.blogspot.com/2009/05/angstron-2-droid-hunter-beta-test-2.html
Finishing the last debugging, improving speed (for the first time, Im quite satisfied with most of the game speed. but level 3 is still my concern) and – to my shock – solving some plataform specific issues:
- Sound in maemo. I dont know whats wrong, but the sounds is not working with the 770. I will look over the old angstron1 code @ garage to see whats wrong…
- Memory footprint in EZX. The A1200i handle the first two levels graciously, but the game dies when loading the third, after a lot of time loading.
- Also on EZX: The chapter screens need some serious re-work .Ok, they need some re-work on all plataforms, but on EZX its far worse.
- And finally, on EZX, I dont seem to get the icons working on the menu again. I had it working in the past. I dont know whats wrong now.
For desktop PC and EeePC everything is fairly done.
And now, some teasers!
My plans is to have the game finished and released for the Rio Game Show 2009
How indie are you?
Maybe only indie game developers will really get it, but it jokes about how much indie people tend to think they are.
How much indie is does need to be not get beat?
Am I qualified? =-P
Angstron 2: Droid Hunter finished-almost
UPDATE: ITS FINISHED!!! http://corporatedrones.wordpress.com/2009/07/22/angstron-2-released/
Hello folks.
I guess I’ve finished all the ingame assets for Angstron 2: droid hunter. Sure the render is not ready for prime time (but it does perform decently in most cases), but this is a matter of time. In any case, I’ve got a OpenGL version of it fully working and a OpenGL ES version is on the way.
My previous decision of scrapping level 2 was aborted (hence you will see the horde of morcegos in all its glory), but almost all the levels need some better POV-BSP-prunning during rendering before shipping. There are several points with some minor visible artifacts , some culling errors here and there and a few slowdown spots. While for a freeware game where there’s no compromise, I cant simply allow this to be released.
The game play remained unchanged from the previous beta releases, with some adjustiments still to be made.
The 2D artwork is seriously faulty and in need to be re-drawn. This is going to be a looong paper-and-pencil-than-flatbed-scanner-then-inkscape process. Dont hold your breath.
The game was somewhat delayed due to my lack of luck with UNIX this last weekend (http://corporatedrones.wordpress.com/2009/04/14/solaris-ubuntu-xandros-eeepc-problemas-meu-dia-de-azar-com-unix/)
The release will reach both Maemo 2.2 and the upcoming Maemo 5 (“fremantle”, powered by hardware acelerated OpenGL ES!), EZX , EeePC (this time, with a better packaging system, from the official SDK!) and desktop linux.
BZK for EZX – finally!
UPDATE: wanna try this? so follow this link – http://batterypoweredgames.blogspot.com/2009/05/angstron-2-droid-hunter-beta-test-2.html
After the last (portuguese only, sorry) post on how to configure a SDL toolchain for EZX phones (at least A1200 motoming) and some hard effort and tweaking, I could finally build and try some BZK games on my phone. The results are quite surprising:
- Angstron : Slow. Slower than the first build for N770! tested with -O3, but with full depth processing and lightning
- Riddler: Suprisingly, faster than Angstron! Actually , playable! Still need some love on screen resolution, as the text doesnt fit all in the screen. Gourgeous!
- Angstron 2: droid hunter – tested only level 2 ( the best thing I have in terms of finishing, with some few textures in place, one moving enemy and some good lightning). Not the fastest thing on earth, but playable. Will need some more usability thinking…
From now on, Im just aiming for two more plataforms: OpenMoko and Google’s NativeClient. First is fairly obvious, as it seems the most neutral plataform (while I dont like its UI at all. I guess I will always be a Maemo fanboy) , while I’ve never tried compiling anything for it and only ran it once, booting on my A1200 via USB and loading the system from the MicroSD.
On the other hand NativeClient will probably be available for Android (I hope so!) and thus, its a good veichle for this “java-only” phone. Even if it dont make into Android, NativeClient is a very cool plataform to support.
And now, some screenshots!



configurando um SDK para EZX (com suporte a SDL)
Conforme prometido, aqui estou novamente tentando ajudar meus colegas hackers a portar seus jogos favoritos pro celular e sacanear os losers do iPhone.
Admito que durante muito tempo eu tinha desistido, mas hoje resolvi tentar novamente. E dessa vez tomei todo tipo de cuidado para não fuder meu sistema novamente.
Tive que proceder do zero. Portanto , esqueçam os outros posts.
1) instale o crosstool , que é um compilador gcc para ARM Xscale. Eu instalei em /opt/crosstool, até para concordar com a minha instalação de CeGCC, em /opt/mingw32ce.
Com este pedaço, ja é possivel compilar aplicações console. Teste compilar alguma aplicação simples e uma complexa. Se funcionar, prossiga. (eu teste usando o conbed)
2) instale o SDK do Blackhawk. É fácil de achar no google. O nome do arquivo é: a1200-e2-e680i-SDK.tar.gz
Com este SDK , ja é possivel compilar aplicações gráficas. Experimente compilar o demo do pictureflow.dando certo, prossiga.
roube o script setenv-1200.sh do fonte do picture flow para algum lugar seguro.
3) instale aquele games-env-linux do russo ucraniano (desculpe pela confusão, lubomyr!) maluco (acho que lubomyr , o nome): games-env-linux.tar.gz
Ao contrário das instruções doidas em russo ucraniano, eu joguei toda a arvore dentro da arvore do crosstool. O unico ajuste que eu fiz foi trocar a definição de prefix em /opt/crosstool/bin/sdl-config , de /usr/local para /opt/crosstool
4) copie /opt/crosstool/lib/libsdl.* para a raiz do seu cartão de memória ou para alguma pasta de sistema do seu telefone (não tenho cojones pra isso).
sempre que for compilar qualquer coisa, execute:
source setenv-1200.sh (dependendo de onde você colocou o script)
para testar, peguei a versão que eu tinha modificado do meu raycaster que funcionava em PocketPC e recompilei com poucos ajustes para EZX. a linha de comando foi:
arm-linux-gnu-g++ -pipe -L/opt/crosstool/arm-linux-gnu/lib -L/opt/a1200/lib -L/opt/a1200/lib/ezx/lib -L/opt/a1200/ezx/lib -L/opt/a1200/lib/ezx/lib/inputmethods -L/opt/crosstool/lib -L/opt/a1200 -I/opt/crosstool/arm-linux-gnu/include -I/opt/a1200/ezx/include -I/opt/a1200/qt/include -I/opt/crosstool/include -mcpu=iwmmxt -mtune=iwmmxt -w raycaster.cpp -o raycaster `/opt/crosstool/bin/sdl-config –cflags –libs`
Tentei seguir hoje (15/04/09) esse tutorial e essa linha de comando não funcionou comigo. Mas a linha de comando que tinha no SVN do BZK , pra compilar o Angtron2 funcionou:
arm-linux-gnu-g++ -L/opt/crosstool/arm-linux-gnu/lib -L/opt/a1200/lib -L/opt/a1200/lib/ezx/lib -L/opt/a1200/ezx/lib -L/opt/a1200/lib/ezx/lib/inputmethods -L/opt/crosstool/lib -L/opt/a1200 -I/opt/crosstool/arm-linux-gnu/include -I/opt/a1200/ezx/include -I/opt/a1200/qt/include -I/opt/crosstool/include -O3 BZKmainHunter.cpp AppStart.cpp -g3 -w -o hunter_ezx `/opt/crosstool/bin/sdl-config –cflags –libs` -lSDL_gfx
Legal né?
Daniel “NeoStrider” Monteiro->H4X0|2++;
Update: pelos comentários, tem gente me confundindo com o wyrm, que creio também se chamar Daniel ( ja conversamos algumas vezes por IM e ele até me ajudou a rodar OpenMoko no A1200i). Eu sou NeoStrider, não Wyrm!
ai vão os screenshots:


BZK update – 3D modeling fest!
One of my assignments from a Computer Graphics class was to implement external modeling support to BZK (in other words, not using MonoBed). And so I did over the new years eve. But I didnt have the right time to test it. And I also ran into problems becouse I didnt know how to do snapping on Blender. Now I just tested it again and could do a simple level very quickly in blender and see it working very well on BZK. Part of the charm was due to the BSP compiler I had just implemented as the assignment came up.
Now, some nice screenshots:
Of course there are still some issues, but I will fix it very soon: for now, the most important now is the materials and the meshes that still doesnt show quite nicely.
In order for this to work, you have to activate the snapping on Blender. See the Blender documentation on how to do this, as this might change on the future – but remember: the boxes you lay on the scene will represent the rooms and they have to touch each other and be axis-alligned!
To use it on conbed: “conbed ImportOBJ world.obj world.bzk2″. You might have to adjust the file to use the meshes.
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Recent
- Maemo-SDK+
- SVG rendering on C#
- some good news around the street corner…
- Angstron 2 released!
- BZK and lightning
- Angstron 2 – finishing touches
- How indie are you?
- Nokia Ovi store – Maemo left out
- WillItStand – Macintosh
- Angstron 2: Droid Hunter finished-almost
- Solaris + Ubuntu = Xandros – EeePC = problemas (meu dia de azar com UNIX)
- WillItStand? MyPassport
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