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:

  • 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)
 API's used:
  • OpenGL®
  • GLEW
  • GLFW
  • Assimp
  • FreeImage
  • SWIG
Sorry, no pictures, you have to wait until I finish shaders and post-processing.

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:
  • Diffuse
  • Specular
  • Ambient
  • Normal map
  • Lightmap
  • Heightmap
For now AGE renders through fixed function pipeline, but I will, however, use shaders later on.

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.)
 API's used:
  • OpenGL®
  • GLEW
  • GLFW
  • Assimp
  • FreeImage
Anyways! Screenshot tiem!

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:
  • 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.)
 API's used:
  • OpenGL®
  • GLEW
  • GLFW
  • Assimp
  • FreeImage (just some helper functions for now)
A Screenshot!? NO WAI

What's this Pokémon 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.

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.

October 14, 2010

First milestone reached.

Hey!

As stated before, I'll be updating weekly, if not more often. More exactly, when I get a milestone done. I have my milestones in order from very beginning to the end. Meaning I write the code from scratch, sort of.

Current milestone was to get the Object/Component base up and working, but it also contained filesystem, renderer stuff, modifications to maths library, a lot of new enums and so on. You get the idea. That's done now, and I can finally start adding additively additive additions. Called features.

I'm reporting here also the fact that I'm awesome.

October 9, 2010

Project AGE officially starting at 11.10.2010

(It's dd.mm.yyyy format, get used to it.)

Official project design and synopsis documents created and have been posted for verification. The AGE is getting huge jump in terms of dedication from now to winter. My aims are high, as I have lots of usable code to jump start it.  Unofficially I have stuff done already, but let's not tell that to everyone.

I will report here weekly, if not more often, about the progress, as from now on AGE will be my second to top priority project. The other one is two school projects, but their dedication is limited to my time in school. This one isn't.

As a little hint what the end result will include, here's some API's I'll be using:
  • OpenGL®
  • OpenAL
  • Bullet
  • AssImp
  • XInput (Windows-only)