Monday, December 20, 2010

Covii Challenge part 2 update log

Long story short I'll be updating this post every now and then with the development info, thoughts and screenshots.
Edit: I moved the Wednesday updates to another post since the scrolling up and down to read anything is getting ridiculous.

Day 1-Monday:
Update 1(15:32):

  • Started working on the project yesterday but only had half an hour for it because of uni projects, I added support for FBOs, it's pretty sweet, also added some basic trail effects.
  • Today I woke up at 12, that's what I get for sleeping only 4 hours yesterday, I  started working on it almost immediately. Using a bit of tutorial help I made a blur shaders, works pretty sweet, today I should also be able to add true 3D objects to my particle system (so far it only supports 2D), this also means I'll have to rewrite the existing effectors.
  • Added the blur effect to my previous FBO rendering. My first post processing shader! It looks pretty sweet and it's quite close to the final look I'm going for in terms of trails.
Here's how it looks
  •  Damn, I noticed that if you look really close you can see a little crossing on the blur, it isn't noticeable in the movement through, but I'll once I finish the project I'll have to fix that.
  • Also wasted about one and a half hour trying to make the RECTANGLE textures to work... wasted because they still didn't work even though I used someone else's code. Either FBOs don't work with NPOT textures (which I think is odd since I've read somewhere they work fine) or my graphic card doesn't support them (which would also be odd since it's on the supported extension list) 
  • When starting to work on the new particle system I realized the particle rotation need to be quaternions to avoid gimbal lock. I don't have a quaternion lib compatible with my current math lib so I'm sad because I have to make one :(
Update 2(18:33):
  • Added the quaternion support and supposedly the particle system should work with 3D objects (it still supports all the existing features so I didn't had to rewrite the 2D effectors). I'm starting to get worried I won't make it for some reason even though it's not that difficult. I've been trying to relax and stop working for a bit but having to do this project all day and then work on uni stuff all night isn't good for me. I really need this job so I can't just rest for a day or two, I want this working Wednesday midday at the latest, after that it's fine tuning and Thursday I'll probably deliver it at least to see what they want me to change. They liked the first program I made for them but if I don't get this job I'll have to go back to Poland since I don't have any money left. Yeah, I'm kind of depressed right now, it'll pass after I take a rest.
Day 2-Tuesday:
Update 1(10:21):
  • I just woke up and I'm feeling a lot better now! Yesterdays depression most probably was only because I've been working on it a lot of hours straight without doing anything else. This is something I've learned to avoid in the past since it clouds your mind and you get into an Idea loop. Normally I rest every few hours for an hour or two to watch a movie, play a game or go for a walk to completely get away from my PC and get refresh my head. The reason I didn't stop yesterday is because this challenge is letting me a bit nervous since my life depends on this and all, but I should be able to avoid making the same mistake today.
  • I made  a small list of features I want implemented until tomorrow noon. Here they are:
  1. FBOs ready to write Post Processing shaders (done)
  2. Trail Effect (done)
  3. Particle System ready for 3D with quaternion rotations (done)
  4. Bloom (almost there)
  5. Requested particle effects (quarter way there, I could use my previous effects and add 3D support for them)
  6. actual 3D modelled particles (done)
  7. background movement highlight (I'm waiting for confirmation if it's necessary, I'll probably implement it anyway if I finish ahead of schedule)
 Update 2(14:24):
  • Finally added 3D, model loading, display, lights etc.
  • I discovered there's a problem with my quaternion lib and I'll have to redo most of it (on any rotation the entire scene disappears). I'm starting to wonder if I really need quaternions or would axis-angle be enough. Still I shouldn't have that much trouble since I know I had somewhere a working quaternion lib, I just don't know where. I'll have to go into my backup folder and spend some time looking....
  • Made a screenie so you can see how it looks now:
I know the cubes don't look like much so far but at least it's something! 

Also I still have the grids I used to orient myself
  • Can you believe me I spend over an hour before I could see anything? The beginning is always the hardest part for me when I don't know where I am and my references aren't drawn, since the problem could be anywhere from badly configured viewport with farclip too close, to camera orientation, to (in this case) drawing in a FBO instead of drawing to the screen!
  • I'm gonna take a break now. I need to eat and rest, luckily I don't have any uni projects today night so I'll have a bit more time to work later. I really hope I can finish this for tomorrow noon, otherwise I would be really disappointed with myself.
  Update 3(19:39):
  • I feel sick. Headache high temp and nausea... ugh... I don't think I'll be able to finish things until tomorrow. I'll take a nap and if I feel better when I wake up then I'll continue making the program, if not I'll wait until tomorrow.
  Update 4(21:56):
  • just woke up, I feel a lot better now even though still a bit drowsy. Time to work!
  Update 5(23:17):
  • GOD. DAMN. PRECISION. ERRORS!
  • also stupid c=sin(aangle.angle*0.5); It's supposed to be cos @_@. Bot h of those have cost me over one hour of work that could have been spent making shaders or particle physics or anything at all other than rewriting my quaternion library!!

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