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yenian

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for me [21 May 2009|01:13am]
For Kobun2/Sven:
-Tweakables/Remotables
-Graphics state factory/graphics state management/renderables
-seperate debug output
-not fucked up audio
-content management improvements
-globals
-working spritebatch
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I made this [26 Mar 2009|03:59pm]
Oh No Banjo
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It works! [25 Mar 2009|11:42am]


Doesn't look like much, but that Message Box is being launched from Mono C# embedded into a VC++ DirectX10 Application. It's not being shown natively. This is a significant step.

Oh, and remember to check what path it's looking for your C# executable in. It is not where you think it is!
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To embed Mono in a VC++ 2008/DirectX10 application under Vista x64 [24 Mar 2009|05:33pm]
1) Do you really want to do this?

2) You sure? It's no fun.

3) Ok. Install Mono. Mono Download Put it in a place close to your C:\ root, for conveniance.

4) Ok, you got that. Now check out the source from their svn. What's that you say? You just want to embed Mono, why do you need the source? Why can't you just link against the files in the Mono installation? These are all excellent questions. Now get the source.

svn://anonsvn.mono-project.com/source/trunk/mono

Check it out to somehwere near your c:\ for conveniance

5) Now install cygwin to compile the source.

6) Scratch that: one of the build tools crashes in Vista 64.

7) Install VS2005 if you don't already have it.

8) Open the mono.sln in the msvs directory in VS2005. Compile that sucker!

9) Open your VS2008/DirectX10 solution in VS2008.

10) Set all your global includes to include the stuff you'd expect in the Mono installation installed in step 3.

11) Same with the libs.

12) Now add another pointer in the libs global section to the VS2005 build directory /lib folder, above the one that points at the regular installation libs, so it's referenced first. Don't want to touch that dirty mono.lib that you installed; only play with the one you built.

13) ???

14) Profit?

15) No, probably not. Your application can probably mono_jit_init now, but who the fuck knows if it's even working at all yet.

Don't forget to

mono_set_dirs("C:\\Mono-2.2\\lib", "C:\\Mono-2.2\\etc");

16) Why'd you want to do this again?

This is really sarcastic, and omits all the other stuff I did trying to get this far, but I think this is the basic sequence of steps I took to get to this point. Don't want to forget. Hell, someone should tell the Mono community.
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Final Shading Project [22 Feb 2009|12:06pm]
Final project in shading was to build a scene, and then construct two sets of textures for it, aiming for some sort of dichotomy. Try to make the same objects look different by just changing their textures. Wet vs. dry, clean vs. dirty, etc.

I did dream and nightmare )
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And the video [12 Feb 2009|09:57am]
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This is old. [09 Feb 2009|10:08pm]
Final image from the project Conrad and I did in CG2. GPU Ray Tracer with caustics.

5 comments|post comment

Spring [27 Jan 2009|05:56pm]
Spring
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Note to self [03 Jan 2009|12:59pm]
So I hopefully never forget.

Angular Velocity can be represented by a 3d vector, where the direction is the axis to rotate around, and the magnitude is the speed of rotation.

This is a frighteningly elegant solution.
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Renders [19 Dec 2008|01:15pm]
Fremen cave )
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[13 Dec 2008|09:44am]
ART RENDER ART RENDER ART )
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PSYCHODRIVE!?! [16 Nov 2008|02:18am]
I drove home today via NYC.

1)Tolls are lots.
2)I turned on Touhou music when I got to NYC. It helped me dodge all the people and cars.
3)It rained a lot. Car's tires need replacing. I slid around alot.
4)The most dangerous car trip I've ever taken?
5)Driving NYC is crazy.
6)Getting loopy.
7)Done.
8)A in history I think. SIS doesn't work at this error and returns bad error codes.
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Maya Week 4 [27 Sep 2008|10:46am]
Here's my final image from this week. We had to play with subdivision surfaces this week.

I don't think it looks slimy enough, but I'm having a hard time with sliminess. Maybe next quarter when I take Shading I'll get the hang of it. (And come back to this to fix it.)



Starting to get away from standard screen resolutions too.
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Maya [19 Sep 2008|08:09pm]
I decided to post my Maya projects from class this quarter and demonstrate how much I lack artistic vision.

Pictures of weird things )
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Two Thumbs [30 Aug 2008|01:36pm]
Who's got two thumbs and is TAing IT330?

This guy.
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vacation [24 Aug 2008|10:29pm]
I went home for a week, ran into some friends. Went to NYC, and hit up a bunch of dives with Boyle and his girlfriend and friends. That was fun.

The night after was not. I'm starting to come to the conclusion I may be allergic or intolerant to something in beer or liquor, and that's what's been causing my nausea attacks the night after I drink. It doesn't seem to happen with wine, so I don't think it's the alcohol, but something introduced in the process. Either the hops, or something introduced as a part of the distillation. Wine just ferments, so I'm trying to narrow it down. Testing new things is a decidedly unpleasant process.

I was unable to visit DC due to some parental action down in DC. Hopefully some other time, it'd be nice to see the four Spaekelrezidents that are down there.

I built a table, surfacing it with some left over bathroom tile from my parents renovation. They renovated one side of the house, because it was structurally unsound. (pretty good reason)

Behold.



It's nice to have something to eat off of.
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[10 Aug 2008|11:27pm]
Hi Disney

I haven't read the thing in complete detail yet, more saving this for later.

My initial quick scan leaves my instincts saying that this technique probably can't be easily reproduced under XNA/DX9 as just an HLSL shader, due to the particle generation step, which is created from the base geometry. So, from a software engineering perspective, this is not as feasible since there's a whole underlying processing step that must be done on the CPU or using a clever two pass trick on the GPU. You couldn't just swap this system into a normal rendering pipeline as a simple shader swap. It requires some more heavy duty support. (of course, everything could be engineered around that...)

They do seem more feasible under DX10 as a single pass system. The partical generation step would be relegated to a geometry shader.

Again, I haven't read the article in detail yet. So the above paragraphs may be off base.

EDIT: I think it might be doable, in DX10. It is a complicated rendering path.
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Fall [05 Aug 2008|09:16am]
( Fall )

EDIT: Also, Corel Painter is kinda nifty.

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[03 Aug 2008|06:32pm]
And here Yenian talks about Soul Calibur )

And here Yenian talks about life )

And here Yenian says mean things about Jaki )
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Casion Royale [19 Jul 2008|09:19pm]
Although no video game adaptation of Casino Royale was made, if it had, it would be an extremely nice touch if the opening credits sequence became a level done in the card style that you had to fight through but could not die on.

Just for reproducing the visual experience. The Casion Royale opening credits are done in a really nifty in art style.

For those that don't remember:



It'd be really cool to do a whole (Portal-length) game in that style if it were called for.
6 comments|post comment

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