April 1927

Hello. In the end I managed to finish my studies and defend the work, so I can "boast" is already the title of engineer neuter :) . And frankly it's just glad to have finished studying and I can devote his time to the serious stuff, ie. "Career." However, I remember very well the whole three years study, colleagues of the year and part of the teachers (one of them even became my friend.) I decided to share my engineering job, so when someone wants to lose some of your time can view it. Thesis was "Design and implementation of the 3D engine for creating computer games." I based my work on your engine, which I developed for some time. The work was written in haste so large there is no substantive value, but something you can read. You will find it here: http://bojkar.pl/files/inz.pdf

During this time, then took the e-note. I'm trying to promote it wherever I can, I write a pile of emails to different sites and ask for some references to my online scrapbook . My efforts, even brought some effect, I was able to show min. in the computer world , webinside.pl , log Internet , etc. The service currently holds 141 users who have added more than a thousand notes. Until then threw no money in advertising, a service I'm trying to advertise itself, hence no such big results, but I will try to work on it. Since the site was the emergence of a number of improvements min. version of mobile e-notes and the implementation of communications modules, so that the notes themselves will be reminded of himself by sending the e-mail. E-note, I treat as a "crawling" in startup'ach and as a testing ground and training. Thanks to him I learned many of the industry, technologies, and I hope to learn more.

I changed the job. I no longer work in Cyber.pl (warmly greet the boys), I currently work at the site v4sport.eu where I am the lead developer. Work in Cyber, I recall a very nice min. because it was my first real job in programming. I felt good there, good and nice to me to cooperate with the boys and girls, but the time has come, in which for various reasons I had to change my job and so I got to V4sport. It is a social networking site can be broadly understood sports volunteering. Starting work there, I found a small piece of code left by the previous company, but by changes in the service and development boards and prescribe everything from the old code was only a framework, which is CodeIgniter. It is a lightweight framework based on MVC, of course, quite easy to learn (after the experience with the PureMVC Zend'em and even very easy) and quite easy to use. I like it, that it's not "krowiasty" but very functional. Obviously it is not free from drawbacks, but they decided to terminate service in the framework makes. Currently, service is complete in about 70% (the current stable version as far as can be seen at: http://www.v4sport.eu/ ). This is a really great service, I dare to say that currently we surpassed the functionality such as our service-class. At the beginning I was afraid a little work and take responsibility for the service, but I decided to take up the challenge. I do not think that's bad I go (here gave me a lot of experience programming in various languages, on various projects), but also know that you can do better and I will try, to be even better. For what kind of programmer who does not raise the bar and seek new challenges ... service looks and works better, still come to him a little lacking for such action and the appearance of what should have, but not for long ...

January 1931
Online Notepad
icon1 admin | icon2 Uncategorized | icon4 01 31st, 2010 | icon3 2 Comments »

Hello. Long time since I have not written here but it was small due to the turmoil in my life. This was primarily to write engineering work, changing jobs, creating a new project and ending the study. But the more you write the next entry.

Including a project that I created is www.e-notatka.pl . It is a service that offers to create and keep your notes on the web. Where did the idea for this project? With needs. Not once being somewhere away from home, I found an interesting link, whether it was leading an important conversation that I wanted to pass on his home computer. Then I had to write down everything on cards (which unfortunately were lost later, or simply could not read and :) ) Or had to send these things to the mail itself, which is not "elegant" and comfortable. I missed the online notebook to which I have access from anywhere in the world, no matter whether I school, at work or outside the Polish border. Entire site and applications done and I designed myself (graphic design only by graphics)
The very idea of the project can not be innovative but his execution so. To create the same application, of course, I used Adobe Flex'a. Applications leaned against the window system in which each note is a window that you can move, resize, minimize and maximize. In addition, the service allows you to change the color of the note, marking it as important (there is an exclamation point next to the title) and lock (padlock appears next to the title and until the note is locked, you can not remove it.) It is also possible to share notes by sending a note via e-mail or access the web. Interestingly, the application is completely free and without ads. Take a look:
Site: www.e-notatka.pl
Demo: www.e-notatka.pl/demo/
Features: http://www.e-notatka.pl/mozliwosci.html

Plans? I already have some ideas but it is not yet very much want to share them. These will be additional functionality to improve usability and to personalize your notes system. In addition, he wants to create mobile applications that enable easier to add and view notes from mobile devices.

Screenshots:

PS

Currently looking for a media patron service and little publicity about it. So if you want to write something about the application on your site / blog and learn something more, please contact me.

December 1
Cd
icon1 admin | icon2 c + + , engine , design | icon4 12 1st, 2009 | icon3 No Comments »

Last's come to me to add the console to the engine, not any wypaśnej with thousands of commands and a simple console to view logs. Now, without leaving the application can check the logs from the engine. In addition, writing a console font support has come. I was wondering on selecting the appropriate moments for me. The choice fell on a total of simple bitmapped fonts and FreeType . But I chose FreeType therefore, that when I was a bit bitmap fonts depends on the texture format fonts, bitmapped fonts that is generating the various programs, their implementation was to vary. It was possible to "zaprząść" xml ASCI codes, together with individual letters + their coordinates but then again I have to manually edit all of which it is not cool. FreeType is not pink (eg "customowych" fonts), but in my case more appropriate. Just that simple load a ttf font and I can write it on the screen. I used to implement FreeType'a library FTGL ( http://sourceforge.net/projects/ftgl/ ). Pretty cool and easy to use API, which can draw as font textures, or even as a mesh.

Another novelty, in my engine is sound support. Here I used the OpenAL. The library is very nice (especially for opengl-men) to implement, well documented and is behind Creative'a. I wrote a small wrapper for their own needs, which supports WAV-y (OpenAL has a ready-made function to load), and OGG. Support for OGG he had already written but it was fabulously easy to do so are thousands of tutorials in the net on this topic. In addition, I was able to finally (never previously written) to implement a 3D sound, which gives a very cool effect. After the first test result, I was pleasantly surprised. Here we pay attention to small detail. How will one day implement the OpenAL 3D audio, and you will not work, make sure that the sounds are in mono, because you lose out a few hours and a pile of nerves :)

Not long I'll try to make some brief technical Demko and share.

November 5
icon1 admin | icon2 others , designs | icon4 11 5th, 2009 | icon3 No Comments »

Hi, after another large break. During this time a lot has changed. Due to the (unfortunate) studies since October I was back in white. Two months I spent in the company, "Game-Lion," I consider it very successful, by this time won "some" experience, I had to deal with two platforms (Wii and PSP) and I met a professional-deve game from the inside and worked on one of the games of that company. As mentioned earlier, however, despite my desire, and Lion's Game, I could not continue to work there because of studies as mentioned earlier (the biggest obstacle was the distance, otherwise go through the default). Most of the time that I spent working on this game: http://game-lion.com/blockcascade.html. My job was to "port" of the game on the psp and add a few featuresów. But the same experiences, work and Szczecin write another time. Currently, I returned again to the old Cyber.pl Company (the "szmaciaków).
News'em second is that I managed to pull my engine at the engineering work, thus I do not have to do some extra "stuff" in the context of that work. Well, maybe it will be an additional incentive to work on the engine :) Even so briefly about what was happening with me and do not post a long time appears to be longer and more technical treściwszy and above all I hope that the time gap will be smaller than last :)

August 1924
LUA in da house
icon1 admin | icon2 c + + , engine , software | icon4 08 24th, 2009 | icon3 7 Comments »

Well, I managed to finally what I planned for a long time but I could never be picked up. Since yesterday I plugged lua'ą enjoy. Thanks I finally separated from the logic of the game engine. I even managed to rewrite the whole logic of the player on the scripts and a large part of the motor. Luabind writes down here very well. Only during the rewriting logic appeared a problem, which is contrary to people's arguments scripting languages namely debugging. When it comes to writing scripts in the "clean" lua debugging is not much of a problem, but again, as the hook for example, our own engine if a problem occurs. Fortunately, this is not as bad as it looks. With the help comes to us a program called Decode ( http://www.unknownworlds.com/decoda ), which is very nice lua debugger. The program is fully graphical application ("konsolówki" fuuuu), has its own quite interesting script editor (indentation, syntax coloring and prompting, etc), Project explorer, and what we are more interested or debugger. It has such functions as: breakpoint'y, call stack and the output is what is needed most. The principle of operation is very simple, we create a new project to highlight exe'ka in which we use our scripts, set the "working directory", press F5 (where we know it ..) and fires up our application, Decode itself reads the scripts used in it and start debug. The same principle of a debugger is really like as that in the visual, so there is no problem with the service.
In general, appreciate the program very positively, is what I was looking for, now writing scripts is much easier. An interesting fact is that the application allows you to debug the xbox360 and ps3 consoles. Unfortunately the app is not free, but no amount is not as surprising. Consolation is the price, which even in our country is not excessive. Indie license costs $ 50 while the license "full" is already more expensive and not so low because the $ 400, but I think that for a large part of india's license (for companies and individuals whose annual income does not exceed $ 100k) is sufficient.

decoda
August 1921

Since I live in Szczecin in the evening I have some time and I can once again return to the engine. As long ago there had not looked a little "poodkurzać. A good start as the engine grows namespace'yi I added some methods to const'owe swapped. Next transformed my leciwą sputtering and light (but working!) Serialization. Now, instead of a few methods I decided to overload the operator <<(serialization), and>> (deserializacja) and this is a small archive manager. How it all works? First, of course, we must create a class archiwatora (where I'll write / read data) implements the interface IArchive. Then we have the object of this archive (of course the manager will take care not to create two times the same archiver'a). Now we're ready to write it / read:

//serialize arch << someInt << someVector << someOther; //deserialize arch >> someInt >> someVector >> someOther; 

In addition, I added to the scripting engine. I decided on a very popular lua'e. Frankly same syntax the more I like it in the lua AngelScript but speaks of its speed and its popularity among gamedeveloperów. To connect lua'yz C + + library I used luabind, which very easily allows you to "zbindowanie" lua'y to C + +. Now, thanks to the whole logic of the game will lie with the script, and you can easily modify it without recompiling the code (also by third parties).
I managed to also add a class to handle keyboard and mouse. Now, in a very easy and accessible way I have to support these two devices at any location of the engine (and scripts). Plugged in or already part of the PhysX technology, ie, character Controler and mesh cooking, I have yet to editor "to attain" the physical options for the actors.
At the moment I have been fine-tuning meanedżera serialization, finitely complete hooking engine lua'y, refactoring factory classes, and class to the sound and finally I will be able to take the renderer :)

August 6

Today at work I stumbled upon a very stupid mistake, over which he had lost a few precious minutes. Maybe there was nothing to brag but we brought to the attention. Would add to a module functor and I wanted to test it like this (pseudo code):

void Init() { Functor<CFoo> func(&mFoo, &CFoo::foo); myObj->SetFunctor(&func); } 

Imagine my surprise when later I wanted to call my functora, of course, beyond the method Init () :) I wonder what happened to the FUNC indicator, and for him after leaving the init? :) At usprawidlenie I can say only that the platform on which it was written not use the visual debugger stuio and need an external debug tool and is quite "heavy".

Another thing that I want to mention is the difference in the speed performance of the pre-and post-increment. Once, in a book I read quite an old book to use pre increment instead of post-increment, and that supposedly is faster. To this day a colleague asked me to emphasize this in my code so I decided to check on the example of the compiler of Visual Studio 2008 Express. I made a simple example (1000x loop made with several mnożeniami and dodawaniami center) and with the help of a colleague who knows the assembler zdeassemblorawalismy it. And what it turned out? Both codes are identical :) Maybe in some complex examples is an enormous difference but with the usual forums and inkrementacjach at today's compilers and processors, there is no difference (at least I think so :) .

August 4
New job
icon1 admin | icon2 without a category , other | icon4 08 4th, 2009 | icon3 3 Comments »

Well managed, ranging from 3 days sitting in a new apartment in Szczecin :) Since yesterday, the company operates in the Szczecin game-lion engaged in creating and porting games. Today we passed my second day and appreciate it very positively. The apartment got far from the company and is 100m from the office so I have to work very closely. The first day flew all the formalities and configuration of the position, and so at the end of my position ndev'em (devkit for the Nintendo Wii) and an extra TV was ready:). Thanks to this work in two days of work in which he always wanted to work professionally or in a game-devi (to still have the ability to write to the console, where more in home conditions is not possible). At the beginning has been collapsed with plenty of manuals and doc'ów from nintendo but slowly embrace it, even today, I managed to see something on the screen :) From today I'm working on one of the games on the Wii and I hope that little bit of my participation in it will be ...

July 1916
icon1 admin | icon2 c + + , engine | icon4 07 16th, 2009 | icon3 1 Comment »

Hello. Again, unfortunately, neglected lately and have long devblog does not appear here, no comment. I will not be bored here again that the lack of time and plenty of classes only once come to things. What has happened lately? Little was happening, but unfortunately the engine did not major progress on what I regret. I managed to write only in the statistics window in the editor and effects manedżer postprocessingowych, quite simple but effective. How it works? At the beginning, of course, you need to add some effects. To do this you must do one where we give a method to this effect and the path to the fragment and vertex program. Like this:

m_postProcessing.Add ("Bloom", "data / shaders / test.vp", "data / shaders / test.fp");

Then in the render method you need to add at the beginning: m_postProcessing.Begin () and at the end of m_postProcessing.End (). How to turn any effect? Simply "zbindowac" method "Bind", whose sole argument is the name of the effect. The window that you see on the screenshot below is "very complementary", ie after adding effects to the window manager itself is zaaktualizuję and will show results, and integration of the code is minimal.

editor.jpg

For further news is likely from August I will be working in a new company, but unfortunately situated quite far from where I live but it will be my first job in gamedevie, but that is not zapeszać write about it in August, as we all will be certain.

June 1920
icon1 admin | icon2 flex , other | icon4 06 20th, 2009 | icon3 4 Comments »

Hello everyone. I have not had any entry, and probably some thought that was my devblog me bored. It is not this is true because the break was caused by a combination of several factors: the session, cranchtime at work and the best man at the wedding. It so happened that all of these things occurred at once and I ate all the time (so this is how the week include the entire semester at college :) .)
The engine is a software thing, unfortunately I do not how and when to move but now I have more free time and earmarks it for the construction of the engine. The first to go: the completion of the materials, the shadows (most likely shadow maps), water and the additional effects of post-processingowe (DOF, etc.). In this work all the time I finish a great system to handle the fair, today crossed the magical code boundaries 1mb :) But it is encouraging that a large part of the module is already implemented (files, messages, etc). The project has already writing more than a month and during that time I must say that pureMVC flex and give advice, the MVC pattern so very easy to write large applications. With interesting, it even was asked by one of the lecturers to prepare presentations on the fundamentals of game programming to meet the youth in our secondary schools. I even managed to somehow make the presentations and deliver, as it is in order, I will try to leave it here. Now I hope that the next entry will no longer "supported" some interesting screen with the engine.

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