And so it begins

Looks like the spammers have finally discovered the "Add Comment" links on this site. If the queue starts filling up too fast I'll start monkeying with the Drupal anti-spam modules, but for now manual moderation seems to be sufficient.

EVEIL2 enhancements for Fall 2008

This was an email I sent to the EVE mailing list.

I just committed revision 79 of Eveil to Subversion. Recent (i.e., fall 2008) additions that people should be aware of:

We're now on Gamebryo 2.5. Gamebryo 2.3 is no longer supported. You will need to upgrade your DirectX SDK and (if you're using it) PhysX SDK, but existing project code will still work. Breaking changes between Gamebryo 2.3 and 2.5 are in the Gamebryo help files.

VrpnNet 1.0.2 coming soon

I've added Visual Studio 2008 projects to the source distribution, and will be releasing them as version 1.0.2 within a few days. The VS2008 project still officially targets .NET Framework 2.0.

VrpnNet 1.0.1 released

Of course there would have to be a bugfix release immediately. This release fixes only one bug, but that bug was rendering Vrpn.AnalogRemote utterly useless. Hopefully there aren't any others like that hiding in the code, but it seems like there's always something.

VrpnNet 1.0.0 released

I've released the first version of VrpnNet, a series of .NET bindings for VRPN. Now languages like C# and VB.NET can be used to write clients for VRPN. (Server classes are coming later.)

More information is available, or you could just go to the download page.

Off to Emergent

I'm interning at Emergent Game Technologies this summer, starting bright and early tomorrow. EVEIL2 development is now officially Somebody Else's Problem until I return in late August.

VRPN XInput server

Until Russ adds the XInput patches to VRPN, here's a custom-built vrpn_server.exe that provides an Xbox 360 gamepad driver.

vrpn_XInput_Gamepad objects are a composition of vrpn_Analog, vrpn_Analog_Output, and vrpn_Button classes.

vrpn_Analog channels

X/Y coordinates are (-1,-1) to (1,1), where -1 is "down" or "left."

  • Left thumbstick: channel 0 (X), channel 1 (Y)
  • Right thumbstick: channel 2 (X), channel 3 (Y)
  • D-pad: channel 4 (DirectInput-style degrees clockwise from up, or -1 if not pressed)

Shaders supported in EVEIL!

As of revision 65, we now have shaders (via Gamebryo .NSF/.NSB files and associated HLSL) working in EVEIL. Shaders are loaded from $(App path)/Shaders/ by default.

Ordinarily I wouldn't be parroting the SVN checkin logs here (or indeed putting anything here, it would seem), but we've wanted shader support in EVE for a long time now, at least since we first switched to Wild Magic 3 in late 2004. Yay.

Revision stamping using TortoiseSVN

I'm not sure precisely when SubWCRev was added to the TortoiseSVN project, but it's certainly a useful little tool. When I worked on the Grand Challenge in 2005, we either didn't notice or didn't have svnversion, so I wrote a small shell script to parse the output of "svn status" and "svn info" and generate a small C++ header from that.

Now, though, it turns out SubWCRev.exe and a minimal amount of scripting get the same result for much less work. I wrote svnstamp.bat (below) and added it to the EVEIL project as a pre-build step in VS2005. Problem solved.

Utility: Monitor Switch

Move a window from one display to the next on a multimonitor Windows system, even if it's not normally movable. Each time you run it, the foreground window moves to the next display in sequence, keeping the same relative position on the display. This small program is best used with a hotkey utility or fancy keyboard such as the Logitech G15.

License: MIT license. Download links are presented as attachments.

Syndicate content