Game in a Week, Day 2

So it’s been an interesting, stressful day today! But the first and most important thing to mention is that I’ve gotten the bloom effect (repeatedly mentioned earlier) to compile and work correctly under Windows. I’ve also set up the engine to automatically detect whether or not it can use the bloom effect; whether it’s running…

Game in a Week, Day 1

So it’s been a good day. I got to play with fun things at work, and I’ve had plenty of time to think about the design for the game which I’m now calling “Beauteous damsel, your petition is ill-timed”. I quickly found that ‘petition’ was the most compelling word for me, as it generated the…

Game in a Week, Day 0

Idle reader, you can believe without any oath of mine that I would wish this book, as the child of my brain, to be the most beautiful, the liveliest and the cleverest imaginable. But I have been unable to transgress the order of nature, by which like gives birth to like. And so, what could…

Bloom solved

As is often the case, the actual problem turned out to be pretty silly; one of my offscreen buffers was set to GL_NEAREST instead of GL_LINEAR during an important copy. Someone remind me again why I enjoy programming? :) This still isn’t ready to go live yet; there are too many computers out there which…

Bloom strangeness

Something very strange is going on with the bloom effect that I’ve been playing with, recently; here’s a really good screenshot of it. See how the glow seem to occur in little evenly-spaced circles along the length of the straight lines? That can’t possibly be correct.. Yay, shader debugging!