Decal Creator Updates

August 25, 2010

Categories: art,programming — digitalgibs @ 12:38 AM

There are a couple of updates for Decal Creator!

  1. Decal Creator now has an unlimited source license for companies that wish to build a copy for multiple workstations.  The source code has been tested up to Maya 2011 64bit.
  2. For the less rich, a fresh build is available for Maya 2011 64bit users.  The personal edition is much cheaper than the unlimited license, and works great for personal use or freelance work.
  3. As with all versions, the price has gone up, but previous owners of Decal Creator Personal Edition get a free upgrade once again.  Thanks for your support.

XNA Content Pipeline Snag

June 30, 2010

Categories: programming — digitalgibs @ 10:48 PM

XNA only seems to work with physical drives.  Mapping your working folder to a network drive results in content compiler errors.  It’s pretty dumb that content needs to be “compiled” in the first place, but it’s just another one of those awkward hacks to circumvent the lack of run-time performance of C#.  I keep hoping that M$ will just let developers work in a language that makes sense for performance critical software like, oh I don’t know, games?!?

Example: Mapping C:\MyCode to Z:\ will allow your code to compile, but your custom content pipelines will fail.  Bug? Probably…

What Am I?

June 28, 2010

Categories: programming — digitalgibs @ 9:13 PM

It sounds like the beginnings of a cliche jRPG, asking profound questions like, “what am I”, but I am quite serious.  I have to stop and ask myself this question on a monthly basis.  My responsibilities tend to involve the full spectrum of technical and business aspects of the company.  Ultimately, this leads to a constant conflict of interest.

(more…)

Now I Know How Epic Feels

June 25, 2010

Categories: programming — digitalgibs @ 11:34 AM

I can remember a time, not too long ago, where Epic was in a very public dispute with Silicon Knights, the developers of Eternal Darkness and Too Human.  From the beginning, it seemed a bit silly to me.  I mean, they knew what they were purchasing at the time of sale, so why all the fuss?  Well, I have recently learned that you don’t have to look beyond your own company to see the same kind of bickering.

(more…)

The Mistakes I’ve Made

June 10, 2010

Categories: games,programming,zombpocalypse — digitalgibs @ 10:57 PM

Life is always easier in sayings… “Follow your dreams and it will work out in the end.”  “You can do anything, if you set your mind to it.”  There are countless more sayings in the same vain, all portraying an image of victory, earned from perseverance.  It’s a beautiful summation of what we all choose to believe as our own reality.  As humans, we are cursed with big brains that are cluttered by these big dreams.  We dream of becoming the best in our breed.  We strive for greatness, though most of us land very short of that grand dream.  Most of us are left with the hard, and often better, choice to just give up.  A celebrated few of us reach the ranks of greatness, and remembrance.  It is why we celebrate them.  It is why the failures just might be the greatest fans of those who succeed.  We know what it takes to be great, but most of us just turn back.

(more…)

Bitter Sweet Shadows

April 28, 2010

Categories: programming — digitalgibs @ 5:56 PM

For some time now, I’ve been using stencil shadows as my go-to solution for shadowing characters and environments uniformly.  More recently, I’ve decided to abandon stencil shadows and start researching shadow maps more in depth.  It is kind sad to see hundreds; potentially thousands, of lines of code being deleted.  The two techniques are so drastically different that it is nearly impossible to re-use any part of the stencil code.

Various Stencil Shadowing Code Snippets; gone.

  • Generating and store edge lists and connection information per model.
  • Dynamically re-calculating face planes for each triangle.
  • Silouette detection and volume edge extruding.
  • Dynamic volume construction with near and far caps.
  • Precomputed optimal shadow volume construction during map export.
  • Stencil shadow volume rendering code, z-pass and z-fail.
  • Numerous stencil shadow hardware optimization features (z culling, light clipping, scissoring).

All of these features will likely be replaced by 1 source file that generates a depth texture from the visible geometry.  I wonder how many hundreds of hours I spent writing and debugging all of that code.  It’s insane, but it was a fun lesson to learn.  Now it’s time to leave the legal baggage behind and move on to a more common industry standard.

Sphere of Responsibility

April 25, 2010

Categories: programming — digitalgibs @ 8:34 PM

I must say that I am a bit confused about something.  I do wonder if it is common for a person to receive additional responsibilities as they are promoted, or simply receive a new set of responsibilities.  Even if the new set is larger than the old (something to be expected with a promotion), one would expect that some older responsibilities would begin to shift away.  Currently, I am in the middle of many responsibilities, but it didn’t always used to be this way.

(more…)

Feature Rich and Independent?

March 27, 2010

Categories: programming — digitalgibs @ 9:29 PM

I had to step away from the writing for a bit.  It was stressing me out, and that doesn’t make for fun reading.  I am certain that I’ll pick it back up again, but I had to go back to the thing that makes me whole; the thing that calms my nerves.  I started thinking about code again.  My recent tasks at work got me thinking about my own engine, and it’s current state.

(more…)

Developers are Cheap!

November 13, 2009

Categories: art,programming — digitalgibs @ 4:27 AM

Okay, I have a feeling that this post is going to feel a lot like a whining session since I don’t have any hard numerical data to support my bullish cries.  What I have to say certainly feels like the truth however.

(more…)

64bit Decal Creator!

Categories: art,programming — digitalgibs @ 2:17 AM

Maya 2009 was the first venture into 64bit, but it wasn’t until my recent brush with a dieing computer that I had access to a 64bit version of Windows.  I’ve been getting a lot of requests for an x64 version of the Maya 2009 plug-in and here it is.

Older Posts »







privacy policy | ™ & © 2004-2010 | Inland Studios, LLC | All Rights Reserved