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 <title>DarkVoid Online blogs</title>
 <link>http://www.darkvoidonline.com/blog</link>
 <description></description>
 <language>en</language>
<item>
 <title>Progress</title>
 <link>http://www.darkvoidonline.com/node/45</link>
 <description>&lt;p&gt;Well, shield effects are in, which means collision &lt;em &gt;detection&lt;/em&gt; is in too. I&#039;ve also managed to reduce the lag spikes that were happening when using a proper server.&lt;/p&gt;
&lt;p&gt;Unfortunatly, I&#039;ve also managed to 1/2 the frame rate with the addition of then new effects and the collision detection routines &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
&lt;p&gt;I&#039;ve also added &#039;wasd&#039; controls, just do the same as the cursor keys, but it was requested and easy &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;. I&#039;ve also added the s&lt;em &gt;t&lt;/em&gt;abilisor function. If you are out of control, press and hold &#039;T&#039; until you feel ready to take control again.&lt;/p&gt;
&lt;p&gt;.&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/44&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/barrel%20and%20shields.preview.png&quot; width=&quot;640&quot; height=&quot;480&quot; alt=&quot;Barrel strike sparks the shields&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt;Crashing in to a barrel and lighting the shields up&lt;/div&gt;&lt;/div&gt;
</description>
 <pubDate>Sat, 14 Apr 2007 16:32:14 +0000</pubDate>
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<item>
 <title>Movement tests</title>
 <link>http://www.darkvoidonline.com/node/42</link>
 <description>&lt;p&gt;Well, I *think* i&#039;ve got basic movement nailed, it seems to fly nicely to me now. Feel free to &#039;play now&#039; and try it &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
&lt;p&gt;Currently there are some diagnosic lines present, which show the fly by wire working under the hood &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/40&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/debug-vectors.png&quot; width=&quot;640&quot; height=&quot;400&quot; alt=&quot;Velocity and thrust vector debug lines&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt;Red/Green/Blue are local x/y/z axis, orange is current velocity vector, cyan is current thrust vector&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;Shields are next I think &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
</description>
 <pubDate>Fri, 06 Apr 2007 00:26:16 +0000</pubDate>
</item>
<item>
 <title>Progress</title>
 <link>http://www.darkvoidonline.com/node/39</link>
 <description>&lt;p&gt;Well I&#039;ve managed to make quite good progress. I now have a basic audio system in place. I had some issues, but once I figured out that I need to use the same thread throughout my sound calls it all seems to work. I stream the audio right out of the jar files which means no loading time &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
&lt;p&gt;I&#039;ve also added the roll feature so you can roll the craft.&lt;/p&gt;
&lt;p&gt;And it&#039;s all uploaded and &lt;a href=&quot;/playnow&quot;&gt;webstartable&lt;/a&gt; &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
&lt;p&gt;It&#039;s currently sitting around 14 meg download, but 8 of that is models and music &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
</description>
 <pubDate>Sun, 25 Mar 2007 22:59:29 +0000</pubDate>
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<item>
 <title>Eye candy</title>
 <link>http://www.darkvoidonline.com/node/37</link>
 <description>&lt;p&gt;I&#039;ve been doing a lot of back end server type work on DVSF recently, ut I&#039;ve had time to do some tweaks here and there also.&lt;/p&gt;
&lt;p&gt;Ok, it&#039;s not exactly earth shattering, but I&#039;m farly happy with it so far.&lt;/p&gt;
&lt;p&gt;A while ago I discovered the Subsance LAF for Java, and the one of the themes seemed quite nice, so I played around and managed to get it in to DV. I&#039;ve also looked in to GUI designers for swing apps, and found the formsdesigner for the goodies layout, it&#039;s not that bad and quite quickly a simple login screen was created.&lt;/p&gt;
&lt;p&gt;&lt;div class=&quot;image&quot;&gt;
  &lt;a href=&quot;node/34&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/login_0.png&quot; width=&quot;360&quot; height=&quot;369&quot; alt=&quot;Login screen&quot; /&gt;&lt;/a&gt;
  &lt;div class=&quot;caption&quot;&gt;&lt;/div&gt;
&lt;/div&gt; &lt;/p&gt;
&lt;p&gt;I then went on to reskin the standard screen options dialog, so it looks more in keeping with the theme&lt;/p&gt;
</description>
 <pubDate>Sat, 17 Mar 2007 23:06:05 +0000</pubDate>
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<item>
 <title>Large changes</title>
 <link>http://www.darkvoidonline.com/node/33</link>
 <description>&lt;p&gt;Well I&#039;ve been at it again as you can see from the subversion logs. I&#039;ve updated the version of SGS I&#039;m using, which revealed a bug in my log formatter. The major change is the client is now multi-threaded, the idea here is to take advantage of multi core processors. This has caused me to think about the architecture of the software a little more and I have managed to seperate the components a lot more and I am fairly happy with the result. I *should* be able to swap components, update them or add them quite easily in future.&lt;/p&gt;
</description>
 <pubDate>Sun, 11 Mar 2007 23:34:50 +0000</pubDate>
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<item>
 <title>FSAA</title>
 <link>http://www.darkvoidonline.com/node/28</link>
 <description>&lt;p&gt;Kev got FSAA working for his title &#039;Tilt&#039;. Not one to be outdone, I thought I would give it a go. It&#039;s remarkably easy. It doesn&#039;t even seem to effect my frame rate that much &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
&lt;p&gt;Here are 2 images, one with, and one without the sample rate increased.&lt;/p&gt;
&lt;p&gt;Enjoy&lt;/p&gt;
&lt;p&gt;&lt;div class=&quot;image&quot;&gt;
  &lt;a href=&quot;node/27&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/samples4cropped.png&quot; width=&quot;484&quot; height=&quot;454&quot; alt=&quot;4 Samples for FSAA&quot; /&gt;&lt;/a&gt;
  &lt;div class=&quot;caption&quot;&gt;With samples set to 4 some of the jaggies go away, particularly on the pilons on the ship.&lt;/div&gt;
&lt;/div&gt;&lt;/p&gt;
&lt;p&gt;&lt;div class=&quot;image&quot;&gt;
  &lt;a href=&quot;node/26&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/samples0cropped.png&quot; width=&quot;486&quot; height=&quot;404&quot; alt=&quot;Shot with no FSAA for comparison&quot; /&gt;&lt;/a&gt;
  &lt;div class=&quot;caption&quot;&gt;No Anti Aliasing&lt;/div&gt;
&lt;/div&gt;&lt;/p&gt;
</description>
 <pubDate>Sat, 13 May 2006 20:49:21 +0000</pubDate>
</item>
<item>
 <title>New webstart version</title>
 <link>http://www.darkvoidonline.com/node/25</link>
 <description>&lt;p&gt;There is a server running now.&lt;/p&gt;
&lt;p&gt;The webstart version has been updated to connect to it. It does nothing, but it&#039;s there and talking. &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
&lt;p&gt;The user Guest exists and you can stick anything in as the password for now.&lt;/p&gt;
</description>
 <pubDate>Sat, 01 Apr 2006 14:29:12 +0000</pubDate>
</item>
<item>
 <title>Coo</title>
 <link>http://www.darkvoidonline.com/node/24</link>
 <description>&lt;p&gt;I was playing in a blockade on puzzle pirates tonight and the flag i&#039;m in use ventrilo for voice comms, which has no linux port. So I booted in to the OS of the beast. The blockade has been over for a while now, and in the calming down before I head to bead, I though I would try DV client. During the performance problems I was getting about 80fps. I managed to get this up to 196fps. On the same machine, windows is giving me 430fps!!!. The odd thing is, doom3 runs faster under linux on this laptop.&lt;/p&gt;
&lt;p&gt;I&#039;m all confused. &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
&lt;p&gt;I&#039;m currently looking at using &lt;a href=&quot;http://www.projectdarkstar.com&quot;&gt;SGS&lt;/a&gt; for the network code and back end.&lt;/p&gt;
</description>
 <pubDate>Sun, 26 Mar 2006 22:07:45 +0000</pubDate>
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<item>
 <title>Performance increase</title>
 <link>http://www.darkvoidonline.com/node/23</link>
 <description>&lt;p&gt;At last.&lt;/p&gt;
&lt;p&gt;I&#039;ve been chasing a huge performance issue the last week or so and suddenly tonight I&#039;ve fixed it. This has more than doubled my framerate at home. There as still tweaks to be made to allow for large combat, but that can wait till there is something to have a large combat in. I&#039;ve done what I need too for now it seems.&lt;/p&gt;
&lt;p&gt;New webstart version uploaded of course &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
</description>
 <pubDate>Thu, 16 Mar 2006 22:58:17 +0000</pubDate>
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<item>
 <title>New upload</title>
 <link>http://www.darkvoidonline.com/node/21</link>
 <description>&lt;p&gt;Ok&lt;/p&gt;
&lt;p&gt;I &lt;cite &gt;think&lt;/cite&gt; I have sorted the loader now, does averaging of normals for smoother objects. I&#039;ve also played with the lights in the scene &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
&lt;p&gt;Go &lt;a href=&quot;playnow&quot;&gt;play now&lt;/a&gt; &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
</description>
 <pubDate>Sat, 04 Mar 2006 21:30:08 +0000</pubDate>
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<item>
 <title>Loader problems again</title>
 <link>http://www.darkvoidonline.com/node/20</link>
 <description>&lt;p&gt;Having loaded in the first of the new models, some issues with the model loader have been revealed, including the fact that I hadn&#039;t got round to smoothed normals yet.&lt;/p&gt;
&lt;p&gt;More to do before I get to the network code again &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
</description>
 <pubDate>Fri, 03 Mar 2006 21:36:02 +0000</pubDate>
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<item>
 <title>New models</title>
 <link>http://www.darkvoidonline.com/node/18</link>
 <description>&lt;p&gt;James Studdart has offered to do some models for DV. &lt;/p&gt;
&lt;p&gt;Checkout some of his excelent inital models &lt;a href=&quot;image/tid/4&quot;&gt;here&lt;/a&gt; or visit his &lt;a href=&quot;http://www.studzworld.com/&quot;&gt;home page&lt;/a&gt; to see more of his work.&lt;/p&gt;
</description>
 <pubDate>Fri, 03 Mar 2006 19:17:33 +0000</pubDate>
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<item>
 <title>More loader issues, but getting there.</title>
 <link>http://www.darkvoidonline.com/node/14</link>
 <description>&lt;p&gt;I&#039;ve discovered a couple of interesting &#039;features&#039; in my ac3d loader. One that I expected is that although ac3d supports convex and concave polygons, opengl doesn&#039;t. It&#039;s easy enough as I can just triangulate my models in AC3D and it&#039;s sorted. I will make it so that the loader looks at the number of vertecies for a surface, and if it&#039;s 3 will use gl triangle instead of gl polygon. At the moment it just uses polygon. The unexpected one is that if I load say 3 models, and there are shared textures (at the moment all my models share all thier textures as they are derivitives of the same object) then if I &lt;em &gt;don&#039;t&lt;/em&gt; render the first one loaded, the textures on the others go missing. Which is an issue.&lt;/p&gt;
</description>
 <pubDate>Fri, 13 Jan 2006 23:12:12 +0000</pubDate>
</item>
<item>
 <title>Input handling</title>
 <link>http://www.darkvoidonline.com/node/12</link>
 <description>&lt;p&gt;A few guys from LWJGL tried this out last night and had some issues. One of which was jinput on linux not quitting properly. I already knew about this issue, but at the time I was the only one who had seen it so I wasn&#039;t bothered. As it was spotted again I went ahead and fixed it. So thats one bug done.&lt;/p&gt;
&lt;p&gt;There are another couple to fix it seems. On windows it may be choppy. I could just vsync and sort it, but I rather like reports of 800+ fps &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;. It also seems to hand on 1 piece of hardware, before it even loads the fighter, which is worrying.&lt;/p&gt;
&lt;p&gt;Bah&lt;/p&gt;
</description>
 <pubDate>Fri, 13 Jan 2006 07:36:05 +0000</pubDate>
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<item>
 <title>Loading done!!!!</title>
 <link>http://www.darkvoidonline.com/node/11</link>
 <description>&lt;p&gt;Well. I think it is anyway. The ac3d loader I wrote will only render tga textures, but thats due to the rendering tech rather than the loader itself. The models appear now, and seem to have the right materails and the right textures exactly as they appear in AC3D itself.&lt;/p&gt;
&lt;p&gt;I&#039;m not sure what the next step is, probably to organise things a little better. At the moment the game is populated in the main loop and I want to move game objects off in to the game world data structure where it shoud be. This will mean that adding, removing and updating objects like ships etc will be nice and easy.&lt;/p&gt;
</description>
 <pubDate>Thu, 12 Jan 2006 07:43:05 +0000</pubDate>
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