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Today I worked more on my ONI mod, or more specifically on studying the decompiled (thus uncommented/documented) codebase.

It feels like I haven't done much, because what I have done isn't as tangible as a 3D model or a piece of code, but I keep reminding myself that reading and researching is just as valuable.

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Today I set up a new OpenGL HLSL project (and a GitHub repo for it) - it'll be a shaders tool.


This project is for one of my assignments, so I have used the codebase provided, which had everything set up on the application and OpenGL end (thanks Marius!). This is so that we can focus on learning and experimenting with shaders, rather than having to spend time setting up an application just to be able to show off our shading model.


To make things easier for myself, I implemented Dear ImGui by Ocornut.

I chose this GUI API for a few reasons:

  • I've used it before, so I'm familiar with it (not that it's hard to use anyway)

  • It's fast and renderer agnostic (and comes with many backends)

  • It allows you to render from anywhere (and to "inject" into UI panels - which is great for encapsulation)

  • It's developer/programmer orientated, so perfect for tools, debugging, engines, etc.

Here is a clip of what I've done so far:





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Today I worked on the game design document for my game Tutel.

Tutel's demo is close to being complete, and a version of its GDD already exists, however, it needs reworking.

Due to unforeseen circumstances which caused instability within the team and our workflow, I had to change gears and step up to the project management role. As we had little time left and a lot of work to catch up on I ended up putting the design work straight into the Trello, rather than a document for it to then inform the Trello. We then ended up making a GDD retrospectively. This was for a module last semester.


This semester I am continuing the project with a single teammate, so we have to refactor the Trello, prioritising what's essential and scaling down from five members to two. So in attempting to refactor the board, I realised that I need to extract the design work from the board back into the GDD to preserve it - and then we can trim the fat from the board.


In retrospect, I should have not skipped the GDD making step as now it's come back to haunt us, however, time was limited and the team disjointed, so I did what took the least amount of time in an attempt to get the team together and the project to the finish line (it got us from only 10-20% of the way to the finish line, to 90% of the way there).

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