Programming
Previous Post:http://d.hatena.ne.jp/caelk/20160223/1456219054So right now with what we've gone over, we have the general idea of how a cover system can be set up. Now, I could've gone over basic edge detection for a general (though incompl…
Previous Post:Simplistic Cover in Unreal Engine (1): The Cover Slide and Cover Point Selection - Memories of Melon PanNow that we got our basic cover point selection out of the way, we have to make the player move towards it. While we're a…
Previous Post:Simplistic Cover in Unreal Engine (0): Introduction - Memories of Melon PanWhen we think about cover systems, there's really only one way to activate it as far as the player goes - press the dang button - but when you program…
Last year, Epic Games released their Unreal Engine out for free. Anyone can download it! It just takes heaps of gigs.I hit up a few tutorials and was putting together some really basic stuff in my spare time. After enough fiddling around, …
Well, my imitation DFM didn't turn out the way I thought it would, but I was still able to figure out why my original idea didn't work and why. And once I did, all it took was a bit of a spin on the concept and I was mostly able to use it …
My final stab at this all was taking the spring forces I used earlier, but using them differently. Before, I used them to tweak the position of the ship, then fudged its heading to make things look right... but this made my plane behave so…
The next thing I tried to do to make one plane follow another was to base its movement off the same sort of movement a chase camera does. It didn't turn out as expected, though.Previous Post:Basic Dogfight Mode (1): Basic Yaw/Pitch Adjustm…
The simplest way you can do DFM is... honestly not that difficult, as long as you know some basic vector math.Previous Post:Basic Dogfight Mode (0): Overview - Memories of Melon PanIn Assault Horizon, there was that circle in your HUD, and…
If any of you have played Ace Combat: Assault Horizon, you'll know that you're forced into this thing called Dogfight Mode (DFM) every so often to take out enemy aces and such. I'm not gonna get into whether or not it was good for the seri…
Previous Post:Imitating the Canvas Engine (12): Applying the Shadow Fill Effect - Memories of Melon PanGeez, so that was a lot of stuff I wrote about shader programming. What all did we go over? Depth blur, using a Gaussian blur Nonphotore…
Previous Post:Imitating the Canvas Engine (11): Directional and Gaussian Blur - Memories of Melon PanWe're down to the last and final step!Right now, our rendered scene has a canvas texture on it, it's framed like it was drawn in a sketchb…
Previous Post:Imitating the Canvas Engine (10): Light Direction Transformations - Memories of Melon PanUltimately, our scene shadow mask will tell us where to put shadows and how much. Since we want to have the shadows bleed off the edges …
Previous Post:Imitating the Canvas Engine (9): Transforming the Shadow Map to Screen Space - Memories of Melon PanThe shadow bleed effect makes use of some simple blurs, but before we get into them, let's start thinking about what we want …
Previous Post:Imitating the Canvas Engine (8): Constructing the Shadow Map - Memories of Melon PanThe way most shadow maps work, they do a simple calculation to find a pixel in screen space. If it's in shadow, darken the pixel.But the Canv…
Previous Post:Imitating the Canvas Engine (7): Basic Shadow Mapping - Memories of Melon PanThe first thing to do is to render the scene from the point of view of the light. We've got everything in the scene in world space already, but we'r…
Previous Post:Imitating the Canvas Engine (6): Edge Rendering - Memories of Melon PanOkay... now for the hard part.If you look at the shadows in Valkyria Chronicles, they all have a penciled-in effect going on. By all appearances, shadows …
Previous Post:Imitating the Canvas Engine (5): Basic Edge Detection - Memories of Melon PanNow, I've written a lot about detecting edges, and working with a texture that only contains the normal and depth information in the scene, so it's …
Previous Post:Imitating the Canvas Engine (5): Basic Edge Detection - Memories of Melon PanThe edge detection algorithm I used is pretty basic. You could use any number of ways to make your edges, some more complex than others, but for sim…
Previous Post:Imitating the Canvas Engine (3): The Canvas Effect - Memories of Melon PanNow that we've got what color the pixel's supposed to be, we can do the little uncolored border effect that Valkyria Chronicles uses. This brings us to…
Previous Post:Imitating the Canvas Engine (2): Normal Maps and Depth Blur - Memories of Melon PanNow we're at the point where we take the scene and make it look like it's been drawn in one of Welkin's sketchbooks. Honestly, I may have been…
Previous Post:Imitating the Canvas Engine (1): Basic Shading Effects - Memories of Melon PanMy depth blurring algorithm is exceedingly simple, like a lot of the parts of my imitation canvas renderer. Some people might be more familiar with…
Previous Post:Imitating the Canvas Engine (0): Overview - Memories of Melon PanNow I'm coming to realize, I already made a post about basic cel shading and how I used it.Giving Haku a little light - Memories of Melon PanThe version used in…
I think I'm at the point where I can share what I've been doing over the past few months, amid figuring out how to convert models from MikuMikuDance to XNA and writing these posts.Yeah, that title is a pretty bold statement, so let me just…
Before I actually complete what I was doing before with the new Haku model, I decided to fit in lighting calculations to see what the model looked like if lighting was applied. It changes a few things.First, the model again without any lig…
This has been a bit of a mystery for me for a while.Everyone knows MikuMikuDance, right? That program that people make Vocaloid and Idolm@ster dance routines with? You can convert all the PMD models that are made for it to other formats. X…
Anybody deal with viewports in XNA? Anybody ever try, for let's say split screen play, to render half the backbuffer in one rendering pass, and the other half in a second pass? Ever get a half screen of purple and a half screen of actual r…
I've been kinda dragging my heels on some of my programming experiments, but I think I've finally got most of what I set out to accomplish this time.In a nutshell, I was able to take a 3D model, and put it in a scene...... and turn that sc…
So I thought I'd mess around a bit in Playstation Mobile to get familiar with it. I hit up some tutorials and stuff, and thought maybe I could program something really simple. Just a bunch of text on screen or something, like is standard. …
Been a while since I last posted... and it's also been a while since I figured this out (i.e. a few weeks ago), but it makes for good posting, so I'll roll with it. We're going back to my forays in shader programming again, even if all I'm…
After being extremely lazy, I decided to get back into hobbyist programming. This time, I'm looking at shader programming, which is something I've always been interested in. Like last time, I'm in XNA, coding in C# and HLSL.So, it's not re…