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.

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