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TGEA Batching Doc + randomness
TGEA Batching Doc + randomness
| Name: | Brian Richardson | ![]() |
|---|---|---|
| Date Posted: | Aug 18, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Brian Richardson |
Blog post
So, a whole lot has changed for me in the past two years or so. I've moved to Portland, OR and bought a house. I've gotten engaged to my girlfriend of over 8 years. I've shipped a few pieces of software. The latest change is that I've joined the engine team here at GarageGames! It's definitely been a childhood dream of mine to work on games and game technology for a living. I'm getting chills when old songs (mostly old Front 242) are playing and I'm hacking on our next engine release. Reminds me of staying up too late as a kid trying to make .s3m music players in protected mode assembly. Also, reading Gamasutra and GG is work, not something I have to hide when I'm at work! ;) Everyone at GG has been really cool and it's a great place to be.
I've written a small article on TDN about the batching system used in TGEA. If you want to add a new object to TGEA, or add custom shaders you must know how this works and I think the article is a good overview to get you started.
Also, if you are doing any graphics programming with DirectX and are not using PIX you are going into a knife fight with a pointy stick. PIX has been a great tool for debugging silly graphic artifacts. It's told me twice that some textures were not getting set. It's also really good at showing you how your scene is being drawn. It's so good in fact, that for my required screenshot in a .plan, I'm going to post of screenshot of a scene in PIX!

As I keep on learning and creating new things, I'll try to write more articles explaining pieces of the engine and other fun stuff one can do.
I've written a small article on TDN about the batching system used in TGEA. If you want to add a new object to TGEA, or add custom shaders you must know how this works and I think the article is a good overview to get you started.
Also, if you are doing any graphics programming with DirectX and are not using PIX you are going into a knife fight with a pointy stick. PIX has been a great tool for debugging silly graphic artifacts. It's told me twice that some textures were not getting set. It's also really good at showing you how your scene is being drawn. It's so good in fact, that for my required screenshot in a .plan, I'm going to post of screenshot of a scene in PIX!

As I keep on learning and creating new things, I'll try to write more articles explaining pieces of the engine and other fun stuff one can do.
Recent Blog Posts
| List: | 02/06/08 - A PIX debugging session 08/18/07 - TGEA Batching Doc + randomness 01/13/06 - Torque is a good playground! 10/26/05 - Plan for Brian Richardson (bzztbomb) 09/24/05 - Plan for Brian Richardson (bzztbomb) 07/18/05 - Plan for Brian Richardson (bzztbomb) 03/02/05 - Plan for Brian Richardson (bzztbomb) 12/14/04 - Plan for Brian Richardson (bzztbomb) |
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Submit your own resources!| Christian S (Aug 19, 2007 at 00:06 GMT) |
Gratz man!
Nice to hear that part of GG is further manned. Good luck with the dream, and keep 'em posts coming
| Brian Ramage (Aug 19, 2007 at 01:13 GMT) |
| asmaloney (Andy) (Aug 19, 2007 at 01:37 GMT) |
| Tom Spilman (Aug 19, 2007 at 02:27 GMT) |
Great to finally see something documented on the RenderInstance system too. ;)
| Tom Eastman (Eastbeast314) (Aug 19, 2007 at 02:42 GMT) |
| Ray Noolness Gebhardt (Aug 19, 2007 at 03:53 GMT) |
| Ray Noolness Gebhardt (Aug 19, 2007 at 04:02 GMT) |
Well anyways that's really kick ass. I always get excited when I hear about someone working on stuff that involves TGEA. I am sort of a shader nut to say the least. At the moment I am saving up for a new notebook so I can play around with DirectX 10. That is one hot API, and I know I will sound like a fan boy right now, but if TGEA supported DirectX 10 it would drop some jaws.
| Timothy Aste (Aug 19, 2007 at 05:05 GMT) |
| Alienforce (Aug 19, 2007 at 08:50 GMT) |
and congrats to the job!
| Vashner (Aug 20, 2007 at 13:46 GMT) |
| Mark Dynna (Aug 20, 2007 at 15:00 GMT) |
| Brian Ramage (Aug 21, 2007 at 00:41 GMT) |
I've told you in person a couple times already Brian, but congrats on the new job, I hope you enjoy working at GG as much as I have.
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