Saturday, April 19, 2008

The code is officially GPL.
Fixed the crashes and artifacts in the lighting code on adding a brush on the map.
The contours and occluded silhouettes really work.
Any feedback is welcome.
Some keys and console vars/commands:

L - lights tab
B - brushes tab
T - tiles tab
arrow keys scroll the screen
'~' - console

printVars
printCommands
w_temp - how many characters to draw at the cursor
r_screenWidth
r_screrenHeight
r_fullscreen

Sunday, April 13, 2008

Ported to linux again. It was relatively painless this time around.

Saturday, April 12, 2008

Added support for silhouettes for occluded meshes. The brown guy runs. Blender exporters fixed.

Tuesday, March 18, 2008

stress test made of 100 skinned, shaded, shadow casting guys with 1200 verts each, each lit by 7 shadow lights

Monday, March 17, 2008

The brown guy exported ingame. Get the binary to mess around with it:

Friday, March 14, 2008

Final mecha guy:


Thursday, March 13, 2008

The source code and the binaries are now available online here:
binary: http://sietch.net/Downloads/martyr_bin.zip
source: http://svn2.assembla.com/svn/martyr

Sunday, March 09, 2008

More WIP:

Monday, March 03, 2008

A soldier inspired by appleseed and vexile wip:

Friday, February 22, 2008

Okay this is the first update in a lot of time. Since there is some interest still in this blog I think its worth updating it. Ill start to upload images again as often as i can. I have put some here: http://www.gamedev-bg.net/phpBB3/viewtopic.php?f=13&t=1716

I'll fix the dead crimson force link.

Here are some images from martyr at picasa:
http://picasaweb.google.com/stoiko.todorov/Martyr

Anyone interested can write me an email on stoiko.todorov_AT_gmail.com.

Thank you guys for visiting.

Tuesday, March 27, 2007

martyr progress:
  • run animation for male models first attempts


  • started complete rewrite of the blender exporter

Sunday, March 11, 2007

martyr art update:

  • Lanternman's gun concept...
  • ... and my 3d execution:
  • Calader's OP recruit:
  • my CO concept and 3d model (WIP):

Friday, September 08, 2006

martyr progress:
  • Ported to SDL. No more ALT-TAB and windowed/fullscreen switch problems. No more restart for resolution change. Both under linux and windows.

Saturday, September 02, 2006

this isnt a progress update. today ive decided to have fun and run martyr on my old PII celeron 400mhz, 3dfx Voodoo3 machine. the shadows are turned off because the app segfaults when stencil buffer is set. env mapping, toon shader, contours and multiple passes on each lights are on. here is a screenie from my fluxbox desktop.


Sunday, August 27, 2006

martyr progress:
  • added environment mapping support.

Saturday, August 26, 2006

martyr progress:
  • optimized the renderer
  • fixed major bugs in the renderer

Friday, August 11, 2006

code progress:
  • added shadows using shadow volumes and the stencil buffer.

Thursday, July 20, 2006

martyr progress:
  • optimized renderer
  • added light for cel shaded entities

Sunday, July 09, 2006

martyr progress:
  • old robot scrapped
  • new robot finished
  • light first attemts
some explanations on the contours: the contour of the pc/npc entities in the game is a mesh which is "fatten" and rendered with flipped normals and flat black color

some notes on the lights: the lights are applied as vertex colors. there is a separate pass for each shadow emitting light. there is a pass 0 which fills the z buffer and base light. tiles and brushes assigned to them with intensity 0 at each tile vert are culled out.

Sunday, March 19, 2006

martyr art progress:
  • robot revised. thanks goes to calader.

Monday, March 13, 2006

martyr art progress:
  • tweaked and textured the robot in Blender

Wednesday, March 08, 2006

martyr art progress:
  • modeled this robot in Wings.

Saturday, March 04, 2006

today i just draw this tile:
im starting to get the hang of tile painting. adding ovals of dirt inside the edge figures seems to do the job. i also played around with a screenshot in GIMP and i found that the game needs to be darker and more saturated. the shot was supposed to give me an idea about how the game will look with lights. the minimap is still broken. here are the original and the modded shot:

Friday, March 03, 2006

martyr code progress:
  • quadtree
  • tiles
  • tiled brushes (models)
  • blender exporter
  • blender snap bboxes script
  • world loading
martyr art progress:
  • gate
  • wall
  • lamp doodad

Sunday, December 04, 2005

martyr progress:
  • editor brush side panel implemented.
  • texture loading code tweaked.

Saturday, December 03, 2005

martyr progress:
  • gui widgets moved to a dll. could be reloaded at runtime.
  • scrollbars almost complete.
  • simultaneously showing widgets behave correctly.
  • rotating bitmaps added to engine.
  • linux lags behind.

Sunday, November 27, 2005

no code today. just this "concept". GIMP rules.

Friday, November 25, 2005

martyr uses (kind of) Immediate mode GUI. Some links:

http://silverspaceship.com/inner/imgui/
https://mollyrocket.com/forums/viewtopic.php?t=134

martyr progress:
  • frame on widgets
  • scrollbar widget

Here are some linux shots:

Sunday, November 20, 2005

martyr code/art progress:
  • bunch of widgets fixed.
  • cursor shade.
  • dropped hardware cursor.
  • eurostyle font used.

Saturday, November 05, 2005


imgui used.
renderer rewriten.