I was supposed to publish a lot of new information regarding the engine long time ago, but something, that I didn't ever could happen, happened.
I'm currently working full-time as a game developer, so I had to put engine on hold until I get my personal stuff together. I work at Traplight Games.
I will, however try to resume as quickly as I can. I'm close finishing new features and planning on doing multiple-engine visual testing.
These engines are currently in an undisclosed list as I'm not sure what I'll be working on when I get there.
As a side note, I'm also back on track with GameStudio A8 Commercial.
That's right, I'm making games for iPhone. I once hated Macs and boycotted iPhones.. Oh well.
Wutata's Seasonal Blogging
I has intarwab.
February 21, 2011
December 16, 2010
Christmas drawing near
I've been working on school projects and AGE for a quite a while now. School projects are nearing completion, where AGE isn't even near.
I will now succumb to Christmas sleep and will return next year.
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I will now succumb to Christmas sleep and will return next year.
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December 2, 2010
Working on Boney Milestone
I've been very busy doing schoolwork and this. I've been working on primarily bones system, how to read them and how to implement them using IK and FK. I also have premature support for particles.
I will later on add shadow mapping and other fancy stuff.
I'm very sorry for the lack of updates. I will try to be more active and post more about the progress, but because of school and personal life I haven't made too much progress, even though AGE has most priority.
I will later on add shadow mapping and other fancy stuff.
I'm very sorry for the lack of updates. I will try to be more active and post more about the progress, but because of school and personal life I haven't made too much progress, even though AGE has most priority.
November 9, 2010
Milestone reached: now in HD(R)
Yes, I know it's a bad pun.
But seriously, I've been sick last week so I couldn't post stuff. I'm done with post processing and decided that I'll work good shaders before posting a shot.
I render to 16-bit floating point scene and then go through high pass, blur pass and tone mapping pass. To those who don't know what that means, it's the basic guideline of how you create HDR scenes. In reality, I'd need .hdr backdrops to make it stand out even more, but I did what I could with zero imagination and mediocore GLSL knowledge.
Currently implemented features:
Bloomy dwarf. The exposure is a bit overkill on purpose. The FPS (ranging between 95 and 120) is low because I don't like optimizing code before it works, and then I forget to do so (also I work on my laptop, but it's reasonably powerful). It's a prototype engine anyways, so I don't put stress in optimizing.
I'm currently working on better way to make use of HDR rendering capabilities.
But seriously, I've been sick last week so I couldn't post stuff. I'm done with post processing and decided that I'll work good shaders before posting a shot.
I render to 16-bit floating point scene and then go through high pass, blur pass and tone mapping pass. To those who don't know what that means, it's the basic guideline of how you create HDR scenes. In reality, I'd need .hdr backdrops to make it stand out even more, but I did what I could with zero imagination and mediocore GLSL knowledge.
Currently implemented features:
- Scenegraph GameObject/Component system
- Configuration files (config.ini)
- Meshes (all possible filetypes you can imagine, huge thanks to Assimp people)
- Cameras
- File management system
- Materials
- Textures
- Scripting (LUA)
- Shaders (GLSL)
- Post-Processing
- OpenGL®
- GLEW
- GLFW
- Assimp
- FreeImage
- SWIG
Bloomy dwarf. The exposure is a bit overkill on purpose. The FPS (ranging between 95 and 120) is low because I don't like optimizing code before it works, and then I forget to do so (also I work on my laptop, but it's reasonably powerful). It's a prototype engine anyways, so I don't put stress in optimizing.
I'm currently working on better way to make use of HDR rendering capabilities.
October 31, 2010
Miles T, One Reached.
Sorry for lack of updates, but I'm not sure if updating about "I'm having terrible time with LUA" is good advertisement. Statistical information is always fun though:
Anyways, scripting, done in LUA, is now fully implemented. All features (mostly) that any user should ever need to touch is enabled. Thanks to SWIG. Now I'll implement shader-based material pipeline and post processing.
Currently implemented features:
I have never before written a single line of LUA until now.
- Cups o' coffee consumed: 26
- Lines of code added: 812 (of which LUA script lines 76)
- Days past deadline: 3
- Nightmares: 0
- Origamis done while thinking what's wrong: 14
- Days spent learning the script language itself: 1
Anyways, scripting, done in LUA, is now fully implemented. All features (mostly) that any user should ever need to touch is enabled. Thanks to SWIG. Now I'll implement shader-based material pipeline and post processing.
Currently implemented features:
- Scenegraph GameObject/Component system
- Configuration files (config.ini)
- Meshes (all possible filetypes you can imagine, huge thanks to Assimp people)
- Cameras
- File management system
- Materials
- Textures
- Scripting (LUA)
- OpenGL®
- GLEW
- GLFW
- Assimp
- FreeImage
- SWIG
I have never before written a single line of LUA until now.
October 21, 2010
Third Milestone
What!? Already!? Nothing much to tell here though.
Anyways, as I mentioned before, the materials are loaded directly when loading the mesh. As I do this engine with minimum amount general purpose stuff, I have set purpose for each texture loaded, I support following types of textures:
Currently implemented features:
Anyways, as I mentioned before, the materials are loaded directly when loading the mesh. As I do this engine with minimum amount general purpose stuff, I have set purpose for each texture loaded, I support following types of textures:
- Diffuse
- Specular
- Ambient
- Normal map
- Lightmap
- Heightmap
Currently implemented features:
- Scenegraph GameObject/Component system
- Configuration files (config.ini)
- Meshes (all possible filetypes you can imagine, huge thanks to Assimp people)
- Cameras
- File management system
- Materials
- Textures
- (Cache, partially.)
- OpenGL®
- GLEW
- GLFW
- Assimp
- FreeImage
I add lighting later. (Models are courtesy of Assimp test models.)
I'm reporting also the fact that I added alpha blending as an extra. Honestly I didn't even remember such thing.
October 20, 2010
Second milestone revisited
Alright, the bug is fixed. Everything is coming along smoothly. Next up is materials. Luckily they are so close in terms of integration to the meshes (they are loaded at the same time as I load up the mesh) that it shouldn't take too long. Which means it'll take me at least 3 weeks because of some stupid bug.
Kidding aside, currently implemented features:
What's thisPokémon model!? (Models in this image are courtesy of Assimp test models)
I'm still awesome and I've used the same maths library almost unchanged for over a year.
Kidding aside, currently implemented features:
- Scenegraph GameObject/Component system
- Configuration files (config.ini)
- Meshes (all possible filetypes you can imagine, huge thanks to Assimp people)
- Cameras
- File management system
- (Cache, partially.)
- OpenGL®
- GLEW
- GLFW
- Assimp
- FreeImage (just some helper functions for now)
What's this
I'm still awesome and I've used the same maths library almost unchanged for over a year.
October 19, 2010
Second milestone
It seems the gods of all sense has forsaken me.
Apparently, loading three 4mb models imported to the engine takes almost a gigabyte of memory. Hmm... I think there's a problem.
Anyways, I've been busy working on this thing, and I'll be sure to get you pictures this weekend. I'll try to concentrate all my willpower not to post anything with spheres.
'G' in AGE means both Game and Graphics. I use Graphics more often just for the sake of clarity.
Apparently, loading three 4mb models imported to the engine takes almost a gigabyte of memory. Hmm... I think there's a problem.
Anyways, I've been busy working on this thing, and I'll be sure to get you pictures this weekend. I'll try to concentrate all my willpower not to post anything with spheres.
'G' in AGE means both Game and Graphics. I use Graphics more often just for the sake of clarity.
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