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More Open76 - Looking Into GDF Files

date_range 19/08/2018 21:00

I assembled these findings after looking at the data files for a bit, certainly advancing my hex editor skills a fair bit. Interstate 76 has a variety of different file types. A large chunk are geometry & textures, there’s a few text files, some sound files and some more specific data files. One of the specific files I looked into recently were the GDF files. While it’s a rough guess, I’m guessing it stands for ‘Gun Data File’ or some sort, as they’re specific to the weapons that vehicles have. An asterisk before the offset indicates this extra data only...

Contributing to Open76 - Pathfinding

date_range 12/08/2018 10:00

It’s been around 2 and a half years since the last entry, so it’s probably time for a new one. Recently I learned about a project called Open76. What it aims to do is basically get the game Interstate 76 working on modern machines using the Unity engine. Since I’m a big fan of the original game and I use the Unity engine at work, I figured I’d take a closer look. Interestingly this is the first Open Source project created by someone else that I’m contributing to as well. After replaying the entirety of the original game using the...

Bridging the Gap with C++/CLI

date_range 28/01/2016 22:16

A bit more than a week on and I’ve made some good progress on my project. I’ve spend a bit less time on adding things which while unfortunately does mean the screenshot in my last post is more or less unchanged but there’s been a number of changes behind the scenes. The project has been split into three parts: The engine DLL An engine ‘runner’ / test application Unit test project This isn’t overly significant but provides a stable foundation for me to work with. One project is dedicated to all engine features and development, one for testing it, adding...

DirectX 12

date_range 17/01/2016 21:43

It seems appropriate to start with a ‘Hello world’-style triangle: Ever since details of DirectX 12 began to surface, I became interested in learning about it as most of my recent programming has been done through C# rather than C++, and the last time I worked with DirectX was very briefly with version 11 which had more of an emphasis of creating an abstraction layer above OpenGL/DirectX than an actual engine and prior to that, DirectX 9. My main problem was hardware capability as my 2009-released AMD 5870 was simply not compatible with DirectX 12, but after purchasing a GTX...

Toyota MR2 Spyder

date_range 02/01/2015 02:13

It’s been a year and a day since I’ve last posted. It’s 2AM and I’m not tired in the slightest so let’s write an update. Shortly after turning 21 I bought myself a new car that soon became a huge part of my life ever since. It was from this moment on that I first held a wrench, my first sports car, my first convertible, and essentially it became my most treasured possession, surpassing my previously most useful companion, a computer. Over the next few months I have started to personalise the car to my liking by modifying it in...

DNS Switcher

date_range 01/01/2014 19:31

I had a bit of play with streaming services today and was interested in getting Netflix working on a media server I’ve got set up. After some confusion, tinkering and satisfaction everything was eventually working. The only problem was that now Australian based streaming services were no longer available. A workaround was to manually edit the DNS address on the device, but doing this with a TV remote isn’t the most sophisticated of methods. The next idea was to simply point the DNS address to the router and have that changed, much faster on a computer. There was still the...

Zuuse

date_range 21/12/2013 16:56

On the 9th of December I officially started work for a small software development company based in Brisbane, located on the western edge of the city in Paddington. It’s been an interesting few weeks, starting with a somewhat anxious feeling despite the relaxed environment and leading to a somewhat more comfortable work environment after beginning to realise the cheerful people and a dynamic set of work. Having started  rather late within the year I’ve spent two weeks getting used to the software I’ll be working with and taking in all kinds of new knowledge straight away. Tasks have been varied...

Fog Implementation

date_range 06/12/2013 13:52

                      I wanted to go into some detail how the fog component in the RTS project worked, which was one of the more specialised features you don’t find in other genres. I decided to use a three-stage implementation. Undiscovered Discovered Revealed The fog would begin as being completely undiscovered. As units explore, areas become revealed. Then, if a unit leaves a discovered area, instead of covering the area back up completely, the area would become only partially shrouded – only the landscape is visible and no potential hostile entities are....

Web Stuff and RTS Project Status

date_range 30/11/2013 03:31

Well, it’s been a week and I’m still working on a website, 1 to 2 hours a day with another few spent on researching the DirectX 11 API in depth as most of my rendering experience is behind with DirectX 9. Having read through large text resources, it’s given me some great insight on future systems I intend to write, which means I can start posting more work samples rather than theory and more importantly, content that is of more interest to the public. In regards to the RTS project I have currently put it on hold due to the...

Web Development

date_range 21/11/2013 00:19

It’s been a little while since the last update, mainly for two separate reasons. The first being I have had second degree burns on my shoulder for a week which wasn’t helping motivation to code let alone use a computer or do anything else, and while I didn’t do nothing I chose to take a bit of time off from any side hobbies until I could get to a point they’d be fun to code again. The second part goes for a website I’ve been creating for someone that’s essentially going to be used for a small community group, and...