This isn’t really much of a dev journal entry — admittedly, I’m actually playing Disgaea: Afternoon of Darkness on my beloved PSP while I write this. I do have plans for a real entry sometime this weekend on the topic of D3DX so, yeah, that’s my preview. And, unlike the previews for television shows, I won’t ruin the best part to titillate your senses.
Thanks in a large part to Armadon, I found out that Visual Studio 2008 had a fancy-pants feature which automagickally generated a class diagram for all of the various structures and classes within a solution. I used this feature to generate the ever-so-elegant (and empty) framework for Rawr:
In a far more frustrating matter, I’m still having difficulties sorting out the bugs that are facing the skinning portion of my DOOM 3 MD5 mesh code. I’ve been searching through the loaded-in data — joint parents, frame values, etc. — and while I have narrowed down some real wonkiness with regard to the joint structure at a certain frame in the animation I still have no idea what is causing it. In the process of debugging the issue I added the ability to render bones and joints (as the last entry discussed). This has helped me to realize that yes, in fact, the skinning code is screwed up. As a slight consolation, Boney’s AF pose has the skeleton looking just as it should. I think I’ll be able to make some progress on the code this weekend when I look at it with a fresh set of eyes rather than the eyes of someone who has worked a full programming day on top of three hours of school work. Here are the shots from this evening:
Back to Disgaea for me. Also, 30 Rock is amazing.