History
Fonty - My very own bitmap font creator
During the holidays I worked on a small project that uses the Ogre graphics engine, and I soon needed to create a texture based font. And being on a mac I could not use Bitmap Font Builder since it's a windows only program. So instead I wrote my own, using Cocoa and Objective-C.

It's not completely finished and I will not release it just yet. I still have some small bugs I need to sort out, and as can be seen in the screenshot, I need to draw some icons for the toolbar. But other than that it is fully functional and can generate font images and export their definitions in both Ogre's own fontdef file format, a plain text format and a binary format.

fonty

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Master thesis project
Today I added a new page to this site, one where I will post regular updates about my master thesis project, how it's coming along and maybe share some of the problems I face. So follow this link and start reading.
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Halloween party
This weekend we had a halloween party in a corridor where a couple of my friends live, and of course we had to dress up, so head over to the photo album and enjoy!

I've also uploaded a zip containing high resolution versions of the photos for
download.
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Uploaded some photos
I have finally taken the time to upload some new photos. These are from my holiday in Dublin and Cork this summer.
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Old school fire effect
This weekend I started to play with an old school fire effect. But instead of running it on the processor like normal, I wrote some shaders to let it run entirely on the graphics card, and this is the result. Later on I might release an executable but for now this screenshot have to do.


fire
Rectangle textured with the fire effect

It was much simpler to solve than I thought when I started. All that was needed was three textures, two that would hold the fire intensity values and one palette texture. The two textures holding the fire values would alternate between being the target and source. I would read the old values from one texture, and then write the new updated values to the other one, and then at the next frame switch the two. Then when it was time to render the fire effect, I got the fire intensity value from one of the two textures, and then using that value like a texture coordinate in the palette texture to get the right color.

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