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 <title>DarkVoid Online - </title>
 <link>http://www.darkvoidonline.com</link>
 <description></description>
 <language>en</language>
<item>
 <title>Distribution method</title>
 <link>http://www.darkvoidonline.com/node/65</link>
 <description>&lt;p&gt;I keep getting messages about lwjgl not being present in the java.library.path, so I&#039;ve decided to drop webstart. This weekend I&#039;ve been investigating options. I&#039;ve decided to use getdown, it&#039;s been used by others and seems to work. It&#039;s just a download/update manager really, but it&#039;s nice and customisable and a small initial install (obviously you already need java installed).&lt;/p&gt;
&lt;p&gt;Then I looked at how to launch the thing. I&#039;ve decided on a shell script for unix and a windows exe, this means I need an installer for the download/updater, so I&#039;ve got izpack working. I&#039;m not totally happy with that as it doesn&#039;t create shortcuts on anything other than windows, so I might change the installer, but the rest seems to be working.&lt;/p&gt;
</description>
 <pubDate>Sun, 08 Jan 2012 21:00:53 +0000</pubDate>
</item>
<item>
 <title>About time</title>
 <link>http://www.darkvoidonline.com/node/64</link>
 <description>&lt;p&gt;Well I&#039;ve finally updated the main playable demo (&lt;a href=&quot;http://www.darkvoidonline.com/dvsf/dvsf-install.jar&quot;&gt;Executable jar installer&lt;/a&gt;), it has all the ships and guns loaded, with some movement, and allows the player to move around inside the scene. More work to do yet though.&lt;/p&gt;
</description>
 <pubDate>Sun, 04 Sep 2011 12:48:26 +0000</pubDate>
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<item>
 <title>Another update</title>
 <link>http://www.darkvoidonline.com/node/63</link>
 <description>&lt;p&gt;Wow, 2 updates in a month :)&lt;/p&gt;
&lt;p&gt;The webstart demo now loads all the ship models, keys 1-4 enable/disable features of the shader, if shaders are not supported it should fall back to normal fixed pipeline rendering (diffuse only).&lt;/p&gt;
&lt;p&gt;If it crashes, it should send a stacktrace so issues can be fixed nice and quickly.&lt;/p&gt;
&lt;p&gt;Jeremy&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/shipsandguns.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/shipsandguns-scaled.png&quot;/&gt;&lt;/a&gt;&lt;/p&gt;
</description>
 <pubDate>Tue, 17 May 2011 21:19:23 +0000</pubDate>
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 <title>May 2011 Update</title>
 <link>http://www.darkvoidonline.com/node/62</link>
 <description>&lt;p&gt;Well, it&#039;s been rather a long time since I&#039;ve posted, but here is the news.&lt;/p&gt;
&lt;p&gt;I&#039;ve done a lot of work on the background generator, completely rewriting it to not us shaders, it now uses CPU only, but will work with multiple threads. I think the new backgrounds look quite nice.&lt;/p&gt;
&lt;p&gt;I&#039;ve also been playing around getting GLSL shaders working for normal mapping, specular mapping and illumination mapping.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpmapping.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpmapping-scaled.png&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
This is the basic model with normal mapping&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpanddiffusemapping.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpanddiffusemapping-scaled.png&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
Normal mapping plus diffuse map&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpanddiffuseandspecularmapping.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpanddiffuseandspecularmapping-scaled.png&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
Added specular mapping&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpanddiffuseandspecularandilluminationmapping.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/GLSLbumpanddiffuseandspecularandilluminationmapping-scaled.png&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
Added in the illumination map.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/specular.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/specular-scaled.png&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
This one shows some more of the details in the specular map&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/specular2.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/specular2-scaled.png&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
More of the detailing in the specular map.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/illumination.png&quot;&gt;&lt;img src=&quot;http://www.newdawnsoftware.com/~jeremy/files/screenies/illumination-scaled.png&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
Obligatory moody shot with the illumination map highlighted.&lt;/p&gt;
&lt;p&gt;That&#039;s all for now :)&lt;/p&gt;
&lt;p&gt;Jeremy&lt;/p&gt;
</description>
 <pubDate>Thu, 12 May 2011 00:09:32 +0000</pubDate>
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<item>
 <title>Starfield demo done</title>
 <link>http://www.darkvoidonline.com/node/61</link>
 <description>&lt;p&gt;I&#039;ve tweaked the starfield demo so that it renders everything except the point and billboard stars to texture and places then inside a sky box. This brings the framerates back to something useful &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
&lt;p&gt;Feel free to watch endless randomly generated starfields every 20 seconds &lt;a href=&quot;http://www.darkvoidonline.com/starfield/dvstarfield.jnlp&quot;&gt;here&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>Fri, 30 Apr 2010 06:27:56 +0000</pubDate>
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<item>
 <title>Backgrounds coming on.</title>
 <link>http://www.darkvoidonline.com/node/60</link>
 <description>&lt;p&gt;Well the backgrounds are coming on nicely. I&#039;ve done some tidying up of the shader and parameterised a chunk more. This means I can pseudo randomly generate more of the content. I&#039;ve posted a &lt;a href=&quot;http://www.darkvoidonline.com/starfield/dvstarfield.jnlp&quot;&gt;demo&lt;/a&gt; that changes sectors every 30 seconds. With the current framerate I guess I&#039;m going to have to render to textures, then splat that on the skybox. Some of the generated backgrounds look kinda nice &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;br /&gt;
&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/59&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/starfield4.png&quot; width=&quot;640&quot; height=&quot;524&quot; alt=&quot;Mmmmm, generated backgrounds, now what was the seed for this one....&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt; &lt;/div&gt;&lt;/div&gt;
</description>
 <pubDate>Sat, 17 Apr 2010 15:49:36 +0000</pubDate>
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<item>
 <title>First layer of nebula.</title>
 <link>http://www.darkvoidonline.com/node/58</link>
 <description>&lt;p&gt;Well, it&#039;s been a very frustrating 10 days or so. I&#039;ve gone from knowing nothing about perlin noise, simplex noise, GLSL, pixel and vertex shaders, to knowing more than I wished to and still being totally confused.&lt;/p&gt;
&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/57&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/starfield3.png&quot; width=&quot;640&quot; height=&quot;524&quot; alt=&quot;First layer of noise for nebula&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt;View of the whole universe (you&#039;ll be inside looking out)&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;I started trying to get generated content in to darkvoid with some simple stars as noted in my last blog entry. The next step is to add in some nice nebula effects. I knew I would need some noise for this, a lot of complex generated content uses noise somewhere in the algorithm, clouds, water and even whole planets.&lt;/p&gt;
&lt;p&gt;I had assumed this would be fairly easy. Ardor3D has noise classes in it. I first tried to use the 3D simplex noise, but found that creating 3D textures to apply to spheres failed. I knew there were GLSL shaders around that did what I wanted to do, so I figured it was time to learn something new (which is why I do this!!).&lt;/p&gt;
&lt;p&gt;I managed to find a few examples of shaders for generating noise, but they were either broken, in C, or had issues in the maths that caused odd artefacts in the output.&lt;/p&gt;
&lt;p&gt;I eventually managed to persuade a shader I found from the author of &lt;a href=&quot;http://webstaff.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf&quot;&gt;simplex noise demystified &lt;/a&gt;, unfortunately I didn&#039;t understand it and I got several problems with the output.&lt;/p&gt;
&lt;p&gt;I spent a few days playing and finally managed to come up with a solution, so I now have Java using Ardor3D and GLSL to produce some noise, added a bit of fbm and I&#039;m now happy with layer 1 of the nebula. Watch this space &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
</description>
 <pubDate>Tue, 06 Apr 2010 22:41:11 +0000</pubDate>
</item>
<item>
 <title>Progress</title>
 <link>http://www.darkvoidonline.com/node/56</link>
 <description>&lt;p&gt;It&#039;s been a while since I updated this dev blog. Since then I&#039;ve been working on a few things, I have a shiny new error reporting system, so all exceptions should get reported automatically online with debugging information. Secondly, I&#039;ve been working on a procedurally generated starfield. I uploaded some new backgrounds. To get a good resolution they were coming in at around 30meg each, so I decided it was time to generate my own.&lt;/p&gt;
&lt;p&gt;I&#039;ve done a lot of reading, on starfields, coordinate systems, noise generators, randomness and pixel/vertex/geometry shaders.&lt;/p&gt;
&lt;p&gt;I&#039;ve got an early prototype up and running, currently it just has some background stars and a few brighter ones, next I&#039;m on to generating nebula and masks to give some more interesting looks.&lt;/p&gt;
&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/54&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/starfield1.png&quot; width=&quot;640&quot; height=&quot;524&quot; alt=&quot;Starfield&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt;First prototype from generated starfield&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;This shows the starfield from the inside, as it will appear in game.&lt;/p&gt;
&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/55&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/starfield2.png&quot; width=&quot;640&quot; height=&quot;524&quot; alt=&quot;Starfield zoomed out&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt;All stars showing&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;This shows the starfield zoomed out so the whole thing is visible&lt;/p&gt;
&lt;p&gt;One key thing is to make sure each sector has a different starfield generated for it, but that each visit to the same sector gets the same starfield generated.&lt;/p&gt;
&lt;p&gt;We&#039;ll see how it goes &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
</description>
 <pubDate>Wed, 31 Mar 2010 06:09:23 +0000</pubDate>
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<item>
 <title>New flight mechanics demo</title>
 <link>http://www.darkvoidonline.com/node/53</link>
 <description>&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;playnow&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/fleet-resized.png&quot; width=&quot;640&quot; height=&quot;496&quot; alt=&quot;Fleet&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;&amp;nbsp;&lt;br /&gt;
Well I finally got it playable. This is just a little demo of the flight mechanics (no shooting, no multiplayer, no collision detection). There are some other ships and a few weapons (to look at) as examples of the art work I&#039;ve got to play with. The controls are all detailed on the &lt;a href=&quot;playnow&quot;&gt;play now&lt;/a&gt; page.&lt;/p&gt;
&lt;p&gt;Enjoy &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;
</description>
 <pubDate>Sun, 03 Jan 2010 18:00:33 +0000</pubDate>
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<item>
 <title>Progress</title>
 <link>http://www.darkvoidonline.com/node/51</link>
 <description>&lt;p&gt;Made some reasonable progress today. Players can now move about the scene. It&#039;s not flying yet, lots of physics to do first, but it&#039;s movement. Got a little location readout on the screen too, it&#039;s easy to get lost if you don&#039;t know where you are &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
</description>
 <pubDate>Sat, 14 Nov 2009 15:44:34 +0000</pubDate>
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 <title>The new Ardor3D client</title>
 <link>http://www.darkvoidonline.com/node/50</link>
 <description>&lt;p&gt;The new &lt;a href=&quot;http://ardor3d.com/&quot;&gt;ardor3d&lt;/a&gt; client&lt;/p&gt;
&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/49&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/chase resized.png&quot; width=&quot;640&quot; height=&quot;496&quot; alt=&quot;Chase&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt;A chase in the ardor implementation&lt;/div&gt;&lt;/div&gt;
</description>
 <pubDate>Fri, 13 Nov 2009 18:57:29 +0000</pubDate>
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<item>
 <title>Mmmm, artwork</title>
 <link>http://www.darkvoidonline.com/node/48</link>
 <description>&lt;p&gt;It&#039;s fantastic what some nice art can do for enthusiasm and apparent quality.&lt;br /&gt;
&lt;div class=&quot;image&quot;&gt;  &lt;a href=&quot;node/47&quot;&gt;&lt;img src=&quot;http://www.darkvoidonline.com/files/images/dvsfloader-20090919.png&quot; width=&quot;640&quot; height=&quot;497&quot; alt=&quot;Screenshot from the new model converter.&quot;&gt;&lt;/a&gt;  &lt;div class=&quot;caption&quot;&gt; &lt;/div&gt;&lt;/div&gt;
</description>
 <pubDate>Sat, 19 Sep 2009 12:36:55 +0000</pubDate>
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<item>
 <title>Lets start again</title>
 <link>http://www.darkvoidonline.com/node/46</link>
 <description>&lt;p&gt;Well, I&#039;ve done it again, thrown away the old code and started afresh. There were some big mistakes in the last version. Lesson learned. I&#039;m looking at &lt;a href=&quot;http://www.ardor3d.com/&quot;&gt;ardor3d&lt;/a&gt; this time as the rendering engine. I&#039;m currently working on the 3ds max converter. I&#039;m managed to get hold of some &lt;a href=&quot;http://www.3drt.com/3dm/fighters-fleet/fight_fleet-shots.htm&quot;&gt;models&lt;/a&gt; from &lt;a href=&quot;http://www.3drt.com/&quot;&gt;3drt&lt;/a&gt; which has given me some motivation &lt;img src=&quot;misc/smileys/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;.&lt;/p&gt;
</description>
 <pubDate>Mon, 14 Sep 2009 07:51:41 +0000</pubDate>
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<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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 <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>
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