June 27, 2010

Delayed, again.

Currently, there are two reasons for no updates lately.

First one is that I'm doing some other stuff (some that give me cash, others don't), which consume my time and dedication away from AGE.

The other one is that I noticed most of the bugs in my engine are caused by old protocode, that is everywhere. I have no other choice than to rewrite most of the code. This gives me also an opportunity to remodel my object and data handling pipeline to fit my todo-needs. On the other hand, it takes time.

Also, irc channel, BAM. #agengine @ irc.FreeNode.net

June 23, 2010

GRAAH

PAK importer is almost done, just one or two bugs left to solve. Also as midsummer coming around, I probably won't update this weekend.

Damn sorry that I can't post anything cool as of yet.

June 6, 2010

Out of town

I'll be out of town (read: in military) without access to the internets. I will update as soon as I a) get back b) solve the bugs out of the importer.

Sorry for the delays.

June 3, 2010

Update

I'm working hard on the PAK importer (AGE), but it's having some bugs at the moment, so the picture tiem has to wait. I promise to get you all something by the end of the week. Also I'm tired at the moment. I need sleep. |:

June 1, 2010

deviantART related II

NEW layout in dA. Again.

Anyways, feature tiem.

Featured artists:
=NTDevont
~Cushart
=Lorelai82
*GENZOMAN

Random faves:
Fragrance-Hatsune Miku by *lunaticjoker
Dragon Flight by *Hideyoshi
Air elemental by ~javi-ure

Massivety

So... here it is. The Massive Post I've been talking about. It's not a showcase or anything, but put simply, an overview of current status (with featureset), future status (this week, next month, three months) and a demo information (which I will start to work when I finish this week's features).

Current status
---

Project build version 0.0.57

Features
  • PAK, including following features:
    • Unique asset export from Blender
      • Cameras
      • Entities
      • Lights
      • ...
    • Shared asset export from Blender
      • Scripts (Py only)
      • Textures
      • Images
      • Materials
      • Meshes
      • Shaders
      • ...
    • Scene binding (uniques only)
    • PAK externalization (meaning asset exists in an other PAK)
    • File externalization (meaning asset exists as a file somewhere outside PAK)
  • Python scripting
  • Multiple materials per mesh
  • Event system (experiemental)
  • Shaders (wip)
  • Gamepad/Joystick support (Xinput for Xbox controllers, autodetect)
  • Input system

TODO this week:
  • PAK import to AGE
  • Post-Process pipeline
  • Material system refine (shadows)
TODO this month
  • Animations
  • More to Post-Processing
  • Scenegraph (if needed)
  • Finalize event system
  • Dynamics
  • Sound (SFX/BGM)
TODO next months
  • Particles
  • Dynamic LOD
  • GUI system
  • PAK update -> Cache and preload
  • OpenMP
  • Memory pool
  • Terrain
  • Dynamic scene switching
COULDHAS list at the moment:
  • Engine plugin system
  • Editor (scripts, scenes, shaders...)
  • Video streaming
  • Asset streaming
  • Networking
Following two are COULDHAS because they aren't yet planned to any TODO list:
  • Bone animations
  • HDR native integration

Demo information
---

AGE showcase demo
--
Small demo showcasing the abilities, flexibility and compatibility of AGEs SHARD

It has few scenes each representing capabilites of how different scenes one can create with correct use of assets. Currently I have only thought it so far as I have themes:

1) Open grass scene
Type: Fly-Through
Length: 1-2 minutes

2) Horror house
Type: In-Control?
Length: 3-10 minutes

3) Street View
Type: Fly-Through
Length: 1-4 minutes

I will not guarantee I will create all of them in one pack, but I try at some point create at least the fly throughs.


MEH. Not so massive after all. Now. I will return to you wednesday or thursday with images. Stay tuned.