Archive for the ‘Uncategorized’ Category

ASCII Renderer

Wednesday, July 8th, 2015

I’ve been working very hard on Dead Static Drive and had a great presentation just this week at the TGF Tech Games Fest here in outer Melbourne. After a week or so of hard work, what’s the best thing to do? Play games? Spend time with my partner? No! Make more things!


Download the application and source code here!

The whole project is released under public domain, so go nuts. If you’re one of my students, remember that I can recognise my own code!

(The animation above appears glitchy – this is caused by the screen-to-gif capture software – the renderer is much smoother.)

I figured that a tiny project would be perfect, so I conceived of it and built a prototype in one day. The project: An ASCII software renderer for curses. As a bit of background, I’m working at SAE and recently have been showing first- and second-year students how to make games in a command-console environment. Getting away from the complexity of large APIs like OpenGL and DirectX let us just focus on understanding how to program entire games, like how I remembered learning to program games with mode 13h and raw memory access back in the 90s.

I planned the requirements and plotted out a basic idea in my head. In about six hours it was working well; today I cleaned it up with a few more features (.obj file loading, and some really basic lighting).

The code uses a library I made maybe a decade ago called Terminal++. Even if you don’t have much experience with a terminal and with curses, this should still be fairly easy to pick up so long as you have a bit of experience with classic <iostream> coding.

Andre’s Large Cranial Ember

Saturday, September 15th, 2012

Here’s my first texture replacement pack for Dark Souls: Andre’s Large Cranial Ember. It just replaces the diffuse/spec/normals for character heads, and the diffuse for hollow heads and bodies.

Update: Andre’s Cranial pack 2! This version has significantly nicer normal textures, and the diffuse textures have been reworked. It also contains new, higher definition eye textures.

Latest: Andre’s Cranial pack 3! Now, with separate textures for men and women, and greatly improved diffuse textures. It’s now much more subtle and realistic than the previous versions.

Andre’s Cranial Pack 4! Now with much nicer, more well-developed textures, and significantly sexier eyes!

To install:

I’ve also uploaded the base meshes I used for sculpting the textures. If you want to have a go, grab the head pack from here. It contains two .OBJ models – one has front-facing UVs and the other has side-view UVs. Dark Souls uses two UV sets for heads, and your normal and specular maps need to be baked both front-facing and side-view.