As some of you may know, Arrowhead announced HELLDIVERS at Gamescom in Cologne this week (arrowheadgs.com).Because of the work that has gone into preparing for this announcement progress on Harmony has been slow for the last few weeks.
While I don’t really have anything to show I have still managed to find time here and there to make tweaks and fixes to some issues.
Over two months since I said I would post something “soon”. Summer happened, and with it, vacation. Now that I’m back I’m itching to get more work done on Harmony.
First order of business is to show what little work I’ve gotten done on particle effects. Really all I have so far is spawning particles with limited lifetime, random position offset, velocity, and collision.
So… I’ve really let this blog go recently. Between crazy hours at work and real life stuff I haven’t had much time for… well… anything.
Things are now slowly falling back into a rhythm and I have found some time here and there to continue working on Harmony. I’m currently implementing animation support and I hope to talk one of my friends into making some sample animations for Twilight.
I hope I’ll be able to post another video soon and I’ll not go into as much implementation detail as I did with the magic shader and rendering pipeline. In retrospect writing long articles with lots of source-code in a few hours straight was not a good idea.
Double Rainboom was released yesterday and I just watched it for the third time. Words fail to describe how mush I love this fandom.
For those who don’t know, Double Rainboom is a fan-made 20 minute episode based on My Little Pony. The project was spearheaded by Zachary Rich who started the project as part of his college curriculum. After 54 weeks it was finally released yesterday and it is awesome.
So… yeah. I just wanted to share that. Check it out at doublerainboom.com. As far as continuity goes this episode fits anywhere between season 2 episode 3 and season 3 episode 13.
avast! Antivirus claims that my site is infected with URL:Mal. I have triplechecked the side and all of its content and the hosting service has done a sweep as well but found nothing. So there seems to not be any actual issue with the site.
I have reported the issue to avast and hope this will be resolved soon.
PS. Not sure why I write this here. If you are one of the affected people, you won’t be able to read this. DS.
Finally, after way to much delay, I got around to making that video showing the magic shader I mentioned before.
As the video in it self isn’t very spectacular, I thought I would go a little bit more in depth with how the rendering pipeline works.
So after reinstalling my OS, installing a bunch of drivers, software and updates… The game still wouldn’t run in Debug-mode. After a LOT of googling and double-checking I finally found the culprit. At least this time I could use System Restore to go back and fix it.
Computers are strange. I can program real-time 3D visualization, perform asynchronous computing, and communicate over a network. Yet sometimes I have no fucking clue what’s going on.
Anyway, the short story is: I need to reinstall my OS, so I can’t post the video I promised just yet.
The return of the Stanford Bunny
Last time, I said I would start working on tools for content creation. While I have made progress in that area, there isn’t really a lot to show for it. I also mentioned that one of the hardest parts of making Rainbow Factory will be to recreate the art style of the show My Little Pony: Friendship is Magic, so I would like to show some of the shader work I’ve done so far.
The one and only Stanford Bunny.
The Stanford Bunny is a great tool to test model loading and rendering. For those of you who don’t know, the bunny is quite famous among developers, due to its use in education and testing.
It this post I would like to give a short update on how work is progressing on the graphics pipeline and how it works.