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Hello World - OpenGL Style

Posted on November 4, 2018 at 11:00 PM Comments comments (37)

 As it seems to be the case, there is only so little you can do through scripting (or managed code in general). I always wanted to try and do some proper graphics programming and OpenGL seems to fit the bill just perfect: cross-platform, open implementation and, as far as I can tell, great support not only for 3D but also for 2D graphics! Working directly in C also means losing some of the inherent overhead from C#, which is quite nice (I might be tempted to deploy some demo apps to my WindowsMobile 6.5 device and do some comparison tests).

 Anyway, I borrowed the 3rd Edition of OpenGL - A Primer (Edward Angel) from the Uni library and got my traditional "Hello World" app going:

 Although its not much, I'm actually impressed by how straight-forward and elegant OpenGL appears to be. Granted, there's not a lot that you can tell by just plotting four vertices on a plane and drawing a rectangle but, as far as first impressions go, I like it!

 One thing I'd like to do is to draw a Sierpinski triangle in the near future. Should be reasonably achievable and a good way to test myself.

 In other news, several changes have taken place in STRATCOM. Stay tuned for more info on that side of the battle front!

uScript Roach AI!

Posted on January 28, 2014 at 9:45 AM Comments comments (0)

 This is my project for last year's Advanced Game Engines and Physics course. Although we were just introduced to the language, I decided to take things a step further and do an actual AI. It takes advantage of uScript's in-built states system which allowed me to build a relatively simple Finite State Machine for a glowing roach. The roach basically can switch between two states: an Idle one when it roams randomly about and a Shocked/Panicked state in which, if it detects a bright light close to it, it will try to run from it back to shade.


STRATCOM Dev Blog 2: Improved Movement Logic and First UI mock-up

Posted on September 1, 2013 at 2:00 PM Comments comments (0)


 August has finally come to a close and Summer is over. In the meantime, work at STRATCOM is chugging along nicely. Apart from the odd bugfix, two major achievements have been recorded: new unit movement logic and the first draft of what may become the game's UI.


Improved Movement Logic

 As a side-effect to implementing this new logic, basic support for Regions is now a reality and along with them, the groundwork for Region Capitals and National Capitals has been laid. So, what is this new movement logic? In a nutshell, it allows units (both player and AI-controled) to move from "Point A" to "Point B" in a semi-random fashion, thus making the AI less predictable in its actions. The pathfind script basically generates a batch of paths and selects the best one by following a specific set of criterias (ie. paths that pass through neutral nations with which no diplomatic agreement exists will be ignored and so on), hence the semi-randomness of it.

 Here is a video showing the movement logic in action (NOTE: since we are still in Alpha, everything you see is subject to change; bugs and weird behaviours are to be expected):



First UI Draft

 Being in early development stages most work is done under the hood with little to no visual changes since the first builds so I decided to do something else for a change as the screen seemed way too barren. Thus, a mock-up of what may become the basis for the game's UI has been implemented. Although its 100% non-functional, it has some uses as far as design goes as its easier to get a picture of how things are going to fit on the screen. Also since the UI is just a .psd, if something doesn't look right, the mock-up can be quickly modified to check new layouts and ideas without having to change a single line of code. One of the advantages of working with mock-ups is that you can quickly and easily try all sorts of things before deciding on the best options and implementing them. It also serves as a process of introspection: "What theme are we aiming for?", "Is it occupying too much screenspace?" or "Minimalist vs Highly Detailed UI ?".

 You've probably noticed the new UI in the previous video already. The following image should illustrate the various parts of the interface in detail:
(high-res link:


 Well, that wraps it up for today. See you next time!

STRATCOM Dev Blog 1: Alpha changes, Windows 8 support and more

Posted on July 29, 2013 at 6:35 AM Comments comments (0)


 Ladies and gentlemen, I bid you welcome to the latest and greatest (well, its the only one) issue on Strategic Command (STRATCOM)'s development ! This is going to be the first in a series of news updates following the progress of this game.

 If you just stumbled over this place and are wondering just what exactly is this Strategic Command thing, well, in short, Strategic Command is a war simulator somewhere between Hearts of Iron, Panzer General and DEFCON with a twist: player actions will have moral consequences based on the Geneva Convention rules. For instance, say you want to invade another country without going through all of those boring formalities like actually declaring war on them. Such an action will grant you an obvious strategic advantage (the enemy is caught by surprise) but it will affect the way other countries interact with yours amongst other things. Although this is the main feature of the game by far its not the only one. More details will come through as right now I'm too early in development so things can change, quite literally, by the hour !

 Now on to the meat of the subject:

 Unity and Windows 8 (Metro) support

 If you keep a close on what's going on in Unity, you might have heard of a contest they started together with Microsoft (

 "Unity and Microsoft are inviting Unity developers to enter a new contest by submitting beautifully crafted, high-quality new or existing games or content for the upcoming Windows Store Apps and Windows Phone 8 platforms. Over $100,000 in cash and prizes will be awarded to a number of talented and lucky winners."

 Pretty neat, right ? The good thing about this contest is that now developers can get to test their games on Metro (or Modern as its now supposed to be called) and WindowsRT tablets which means that, if you're a Windows 8 user, more much needed apps are comming your way.

 Regardless of wether or not STRATCOM actually wins something, being able to finally port the game to Metro really helps bringing the game to as many platforms as possible.

 But words are pretty dry and boring, right ? Well here's a screenshot of the current Alpha build running as a Metro app:

 Latest Changes

  • Design decision: Unit movement switched from "free roaming" to "region-to-region" (similar to how it works in Hearts of Iron)
  • Regions logic implemented; test level updated with test regions
  • New unit movement logic and pathfinding currently in development


 That wraps it up for this issue of the STRATCOM Dev Blog. Take care and stay tuned for more !

And we're off !

Posted on February 28, 2013 at 5:55 PM Comments comments (0)

  Welcome to my humble e-dwelling traveller ! Please, come in, you must be tired after walking so great a journey, fighting lolcatz through the dense bushes of 9gag, surviving the horrors of 4chan, elluding forum trolls and the random ambushes of the insidious "YOU ARE THE 9999TH WINNER !!!" ads.

  Take a seat, have a cup of tea and feel free to browse through my little shop of wonders. There's really not much to see right now but if you stick around, I am sure you'll find something that might catch your eye... or so I hope :)

 Anyway, enough with the chatter, I declare ViTek Projects (the site, currently anyway) now open !