Monthly Log 2014. 11.
### November 2014
#### 2014-11-01 Sketching and Modeling
* Game
* Attached laucnable ammo(rocket) to thips.
* Tweaked flock simulation.
* Added and tested fighter1, 2, 3, Bomber1 models.
* Added WeaponComponent property : angleRestriction.
* +644 -103
* Sketching and Modeling.
#### 2014-11-03 Bomber_1, 2 and Frigate_1
* Game
* Worked on flock simulation.
* Added Bomber_2, 3 and Frigate_1.
* +595, -108
#### 2014-11-04 Frigate_2, 3 and Cruiser_1
* Game
* Added Frigate_2, 3 and Cruiser_1
* +533, -82
#### 2014-11-05 Added Cruiser_2 and 3. Space Particles.
* Engine
* Checking containment of position within bounding volumes.
* Lua Wrapper cache is disabled. - has some problem.
* Added RelativeVelocity stretching function to support SpaceParticles.
* RangeMin property is added in ParticleEmitter.
* Game
* Added Cruiser_2 and 3.
* Added CarrierComponent. Any actor having this component can carry fighters or drones.
* Tweaked flock simulation.
* Added new movement to support side batteries.
* +1500, -415
This video log demonstrates
* Space Particles - which are added to show the sense of velocity.
* Combat - Our fighters are handling an enemy missile crusier lost the way home.
* Cruiser - newly added cruiser model. Modeled by SolCommand.com (Thank you).
#### 2014-11-07 Additional directional light. Added CapitalShip_1
* Engine
* Second directional light is added.
* Added missing CloseHandle call for files.
* fixed wrong pixel values when drawing skybox
* Game
* Added CapitalShip_1
* +640, -126
#### 2014-11-10 Narrow collision checking for HugeShips
* Engine
* Narrow Collision check between bounding sphere and collision shapes
* Animation instance and animation data is separated
* Game
* CapitalShip_1 weapon animation
* Fixed bugs in thrust effects
* Narrow collision check for bullets
* Added new SpatialComponent property : SafeDistanceMultiplier
* Added CapitalShip_2
* Firepos offsetting
* Added two more thrust effects
* +1313, -411
#### 2014-11-11 CapitalShip_3
* Game
* Laser ignoring the fire transformation.
* Symetric fire angle restriction
* Added CapitalShip_3 model and weapons
* Designing fleet organizer UI.
* +389 -25
#### 2014-11-12 FleetComponent
* Game
* Added FleetManager
* Added FleetComponent
* Working on Organizer.
* +1403 -154
#### 2014-11-13 FleetOrganizer
* Game
* Working on FleetOrganizer.
* UI
* Fixed a bug when a new component is added while player inputs were handling.
* Added lua c func : GetComponentWidth(), FindAndRememberComponent()
* +1364 -299
#### 2014-11-14 FleetOrganizer
* Game
* FleetOrganizer.
* UI
* ui script hot reloading
* +1243, -71
#### 2014-11-17 Organizer - ShipUI
* Game
* Added BoidComponent.
* Saving game data.
* Working on Organizer - ShipUI.
* +1419, -779
#### 2014-11-18 Organizer - ShipUI
* Game
* Organizer - Ship UI
* +731, -202
#### 2014-11-19 Image List Item
* Engine
* Added new texture AddressMode : LinearBlackBorder
* Game
* Organizer - continue...
* Fleet ui now using ListBox control
* Extracting common templates to seperated lua tables for sharing.
* UI
* ListBox now can have image items.
* Added UIProperties :INVALIDATE_MOUSE, LISTBOX_ROW_HEIGHT, LISTBOX_ROW_GAP, LISTBOX_TEXT_SIZES, LISTBOX_COL_ALIGNH
* fixed one-pixel mismatch problem(floating point precision)
* Rewrote scissor processor. Previously mUseScissor indicating whether its chidren will be culled, but now it indicates whether myself will be culled by parent or not.
* SCISSOR_STOP_HERE UIProperty doesn't need anymore. deleted.
* Fixed the coordination converting bug when a component has internal content window(eg, window which has a titlebar or ListBox which has header bar.)
* ImageBox component now can have a child ImageBox to show the border of the image.
* +1324 -659
#### 2014-11-20 Generic load/save
* Game
* Now PlayerComponent has FleetManager.
* Generic Save/Load for any Actors
* Moving ships between fleets. - continue...
* UI
* Multi selection for ListBox component. : Ctrl+Click, Shift+Click (Drag need to be implemented.)
* +1064 -788
#### 2014-11-24 Irradiance Environment Mapping
* Engine
* Fixed shadow bugs.
* Moved camera related transform calculations into Obj::Render() since objects can be rendered serveral times with different camera settings. Obj::PreRender() should be called only once per frame.
* Optimized calculation for the visible object set.
* Added render target debugging feature : 'DebugRenderTarget <index> <targetName>'
* Added Irradiance Mapping using Spherical Harmonics.
* http://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf
* http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter10.html
* Game
* Added Game Pause function
* Removed abandoned codes
* Fixed a bug that previously tried to generate the environment map before necessary textures were loaded in the different thread.
* Limitation on the number of fleets is discarded.
* +1744, -11734
#### 2014-11-25 Exchanging crews between fleets.
* Engine
* Fixed memory leaks
* Convenient toggling between lua mode <-> command mode for the console. One can use prefix '%' or '>' in front of Commands to switch lua or non-lua mode.
* Faster irradiace evaluation.
* Sloan, Stupid Spherical Harmonics(SH) Tricks, 2008
* Game
* Fixed memory leaks
* Organizer UI.
* Exchanging crews between fleets.
* saving/loading crews.
* Introduced concept of idle crews.
* UI
* Fixed memory leaks
* Fixed a bug that scrolling offset was not valid with hierarchy depth of two or more.
* Up/Down + Shift keys for convenient list items selection.
* +1204, -221
#### 2014-11-26
* Engine
* Added SetFov command
* Added additional shader include path : es/shaders
* Bidirectional lighting
* Game
* SkySphere improvemnets
* Crews can be assigned to weapons componets for compatants or seat components for operators.
* +1123 -260
#### 2014-11-28 mining.
* Engine
* fixed bugs on part animation
* Tweaking mesh shaders
* Game
* Hiding actors
* Fixed a bug that the number of module stock is not displayed correctly
* Added obstacle collision flag
* Tweaked the eagle launch initial transforms.
* Added Backward movement for ships
* Added the missing code when modules detached from the modular ship
* Build the module linkage data after load the game.
* Wrote some mining utility scripts
* Tweaked the function which give one the distance between two objects
* Added a new mining vessel and animated drill.
* Added minsing vessels's thrust effect.
* fixed progress bars on build ui.
* UI
* Optimized HexagonalContextMesu
* +1533, -682
#### 2014-11-01 Sketching and Modeling
* Game
* Attached laucnable ammo(rocket) to thips.
* Tweaked flock simulation.
* Added and tested fighter1, 2, 3, Bomber1 models.
* Added WeaponComponent property : angleRestriction.
* +644 -103
* Sketching and Modeling.
#### 2014-11-03 Bomber_1, 2 and Frigate_1
* Game
* Worked on flock simulation.
* Added Bomber_2, 3 and Frigate_1.
* +595, -108
#### 2014-11-04 Frigate_2, 3 and Cruiser_1
* Game
* Added Frigate_2, 3 and Cruiser_1
* +533, -82
#### 2014-11-05 Added Cruiser_2 and 3. Space Particles.
* Engine
* Checking containment of position within bounding volumes.
* Lua Wrapper cache is disabled. - has some problem.
* Added RelativeVelocity stretching function to support SpaceParticles.
* RangeMin property is added in ParticleEmitter.
* Game
* Added Cruiser_2 and 3.
* Added CarrierComponent. Any actor having this component can carry fighters or drones.
* Tweaked flock simulation.
* Added new movement to support side batteries.
* +1500, -415
This video log demonstrates
* Space Particles - which are added to show the sense of velocity.
* Combat - Our fighters are handling an enemy missile crusier lost the way home.
* Cruiser - newly added cruiser model. Modeled by SolCommand.com (Thank you).
#### 2014-11-07 Additional directional light. Added CapitalShip_1
* Engine
* Second directional light is added.
* Added missing CloseHandle call for files.
* fixed wrong pixel values when drawing skybox
* Game
* Added CapitalShip_1
* +640, -126
Additional directional light is supported. Scenes are cleaner than before. |
funny image. |
#### 2014-11-10 Narrow collision checking for HugeShips
* Engine
* Narrow Collision check between bounding sphere and collision shapes
* Animation instance and animation data is separated
* Game
* CapitalShip_1 weapon animation
* Fixed bugs in thrust effects
* Narrow collision check for bullets
* Added new SpatialComponent property : SafeDistanceMultiplier
* Added CapitalShip_2
* Firepos offsetting
* Added two more thrust effects
* +1313, -411
Thrust effects. Model is from SolCommand.com |
#### 2014-11-11 CapitalShip_3
* Game
* Laser ignoring the fire transformation.
* Symetric fire angle restriction
* Added CapitalShip_3 model and weapons
* Designing fleet organizer UI.
* +389 -25
#### 2014-11-12 FleetComponent
* Game
* Added FleetManager
* Added FleetComponent
* Working on Organizer.
* +1403 -154
#### 2014-11-13 FleetOrganizer
* Game
* Working on FleetOrganizer.
* UI
* Fixed a bug when a new component is added while player inputs were handling.
* Added lua c func : GetComponentWidth(), FindAndRememberComponent()
* +1364 -299
#### 2014-11-14 FleetOrganizer
* Game
* FleetOrganizer.
* UI
* ui script hot reloading
* +1243, -71
#### 2014-11-17 Organizer - ShipUI
* Game
* Added BoidComponent.
* Saving game data.
* Working on Organizer - ShipUI.
* +1419, -779
#### 2014-11-18 Organizer - ShipUI
* Game
* Organizer - Ship UI
* +731, -202
#### 2014-11-19 Image List Item
* Engine
* Added new texture AddressMode : LinearBlackBorder
* Game
* Organizer - continue...
* Fleet ui now using ListBox control
* Extracting common templates to seperated lua tables for sharing.
* UI
* ListBox now can have image items.
* Added UIProperties :INVALIDATE_MOUSE, LISTBOX_ROW_HEIGHT, LISTBOX_ROW_GAP, LISTBOX_TEXT_SIZES, LISTBOX_COL_ALIGNH
* fixed one-pixel mismatch problem(floating point precision)
* Rewrote scissor processor. Previously mUseScissor indicating whether its chidren will be culled, but now it indicates whether myself will be culled by parent or not.
* SCISSOR_STOP_HERE UIProperty doesn't need anymore. deleted.
* Fixed the coordination converting bug when a component has internal content window(eg, window which has a titlebar or ListBox which has header bar.)
* ImageBox component now can have a child ImageBox to show the border of the image.
* +1324 -659
#### 2014-11-20 Generic load/save
* Game
* Now PlayerComponent has FleetManager.
* Generic Save/Load for any Actors
* Moving ships between fleets. - continue...
* UI
* Multi selection for ListBox component. : Ctrl+Click, Shift+Click (Drag need to be implemented.)
* +1064 -788
#### 2014-11-24 Irradiance Environment Mapping
* Engine
* Fixed shadow bugs.
* Moved camera related transform calculations into Obj::Render() since objects can be rendered serveral times with different camera settings. Obj::PreRender() should be called only once per frame.
* Optimized calculation for the visible object set.
* Added render target debugging feature : 'DebugRenderTarget <index> <targetName>'
* Added Irradiance Mapping using Spherical Harmonics.
* http://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf
* http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter10.html
Added RenderTarget Debugging feature. |
Added Irradiance Environment mapping. feel like objects are integrated better into the background. |
Irradiance only. |
* Game
* Added Game Pause function
* Removed abandoned codes
* Fixed a bug that previously tried to generate the environment map before necessary textures were loaded in the different thread.
* Limitation on the number of fleets is discarded.
* +1744, -11734
#### 2014-11-25 Exchanging crews between fleets.
* Engine
* Fixed memory leaks
* Convenient toggling between lua mode <-> command mode for the console. One can use prefix '%' or '>' in front of Commands to switch lua or non-lua mode.
* Faster irradiace evaluation.
* Sloan, Stupid Spherical Harmonics(SH) Tricks, 2008
* Game
* Fixed memory leaks
* Organizer UI.
* Exchanging crews between fleets.
* saving/loading crews.
* Introduced concept of idle crews.
* UI
* Fixed memory leaks
* Fixed a bug that scrolling offset was not valid with hierarchy depth of two or more.
* Up/Down + Shift keys for convenient list items selection.
* +1204, -221
#### 2014-11-26
* Engine
* Added SetFov command
* Added additional shader include path : es/shaders
* Bidirectional lighting
* Game
* SkySphere improvemnets
* Crews can be assigned to weapons componets for compatants or seat components for operators.
* +1123 -260
#### 2014-11-28 mining.
* Engine
* fixed bugs on part animation
* Tweaking mesh shaders
* Game
* Hiding actors
* Fixed a bug that the number of module stock is not displayed correctly
* Added obstacle collision flag
* Tweaked the eagle launch initial transforms.
* Added Backward movement for ships
* Added the missing code when modules detached from the modular ship
* Build the module linkage data after load the game.
* Wrote some mining utility scripts
* Tweaked the function which give one the distance between two objects
* Added a new mining vessel and animated drill.
* Added minsing vessels's thrust effect.
* fixed progress bars on build ui.
* UI
* Optimized HexagonalContextMesu
* +1533, -682
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