Ping 2 :/

Oswald Hurlem  — 1 week, 6 days ago
Still working on some of the stuff mentioned here. A really generous but time-demanding contract came in, and has been eating up my time. Whoop!
https://yave.handmade.network/blogs/p/2394-ping
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Ping!

Oswald Hurlem  — 1 month, 3 weeks ago
Hey all, I'm hoping to get a blog post or two out sometime soon. It won't be news about YAVE, but it'll be an interesting read in their own right. There's quite a few pieces of writing I have on the backburner, including:
- Reflections on using Unity for game prototyping
- Making IMGUI wrappers around a non-IMGUI library like Windows Forms
- A color picker application I'm working on
- Restrictive textures that are not pixel art
- A feature that I would like in every metaprogramming tool

Hopefully once one of these is done, it'll give me ...
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Shortly after reaching a benchmark with my light propagation system, I realized two things. The first was that the development of YAVE has been productive and enjoyable enough that I want to turn it into a finished game. The second was that people -- including fellow game devs in Seattle, other HMN members, and potential investors -- have a difficult time conceptualizing a game which uses a voxel engine but is very different than Minecraft. So I've decided to take some time off from engine development in order to prototype some gameplay in Unity.
For the next month or so I ...
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OR, How I Did Light Propagation Volumes With No Floating Points


I am finishing up the next pass of YAVE's light propagation system (which is so freakin' cool) and one thing I needed to do was reduce that number of expensive computations that go into spreading light from one block into another.
Like Minecraft, the lighting in my game takes the form of a fixed, low-digit number which corresponds to a point on a non-linear curve, but there are key differences. In Minecraft, the light values range from 0 to 16 and correspond to a range from 5% to ...
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Quade Zaban has been added as a temporary member of YAVE's development team, and in order to familiarize him with my project, I've had a few recorded skype calls with him that I am now sharing with you! This is the third and last of these, an extra long screencast in which we go over the game code. Special attention is paid to the most complicated and unique challenge presented by a voxel game (so far), which is loading and unloading user-editable resources.

I'm no game programming expert, so let me know what you think of the ...
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So last month, our sister in low-level-programming arms, Stephanie Hurlburt, collected a list of experienced software engineers willing to mentor less experienced ones. The very first person on the list caught my eye. It was Alex Evans of Media Molecule, a studio that has used voxel techniques for global illumination for previous games and which was currently working on "Dreams," an insanely cool creative artistic sandbox game for the PS4. If anybody knew how to take the graphical presentation of a Minecraft clone to the next level, it would be him.

So I asked him and he accepted!

Note that ...
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Quade Zaban has been added as a temporary members of YAVE's development team, and in order to familiarize him with my project, I've had a few recorded skype calls with him that I am now sharing with you! In this screencast video we go over my build system and the platform layer. I messed up on recording part of it so I recorded a solo screencast (chat #1.5) in which I tell you what I told Quade.



So what do you think? Should I switch to a command list for my rendering API? Should I be ashamed ...
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Oswald and Quade Chat #1

Oswald Hurlem  — 7 months, 3 weeks ago
I'll begin with an announcement: Quade Zaban has been added as a temporary members of YAVE's development team. Quade has a fair deal of game development experience and shares a lot of game design philosphy with me. He's interested in contributing to this 3D game project in order to provide him with some mental breathing room as he prepares his action-puzzler for publication on Nintendo consoles.
In order to get Quade familiar with my project and my codebase, I needed to have a few Skype calls with him. And since I also needed to inform my HMN ...
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Micro-Teaser

Oswald Hurlem  — 9 months ago


So, one of the things I have to do with my game is change some of the types so that global positions in the game are expressed as double rather than single floating points. If I express positions only using floating points, I can maintain millimeter precision only out to 5 miles from (0,0,0). And that ain't something I'm okay with.

I didn't want to rewrite a bunch of code, I wanted to keep nice naming conventions, and I didn't want to resort to using C++ templates (I've always thought they were goofy ...
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First Stream on Wednesday

Oswald Hurlem  — 11 months, 2 weeks ago
100 Todo items later, I have my code up to a place where I'm not embarassed by it. I'm going to be holding a livestream on Wednesday from noon until 2pm PDT. I'm going to show you guys my personal development environment, and then we'll walk through one iteration of the game loop. I might not finish in time, in which case I'll either keep going (if I'm feeling good) or continue on another date. This one will go on YouTube.

https://www.twitch.tv/oswald_hurlem/

Be there!
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Yave License

C Oswald Hurlem  — 1 year ago