I was crawling through my files and I noticed something interesting.
I have three projects running, instead of two. All are marked as graphics engines.
AGE - Autumn Graphics Engine, is the main project, it is for desktops and is build upon OpenGL 2.1, but as I have newer GPU now, I'll be rewriting it to use OpenGL 4.3. There will be short/medium break until I show anything interesting (other than simple spheres) because the architechture is very different to 2.1.
AGE for Android (AGE.A) is Java-based OpenGL engine for Android, it currently has _very_ basic abilities. I intend to get it working alongside other projects.
and then I found something awesome.
AGE.DS or AGE for Nintendo DS, which is C++ based OpenGL engine for NDS. There is no 3DS sdk afaik, so I can't divide it for that too. Also there are no cards that support .3ds files. It currently is in it's beginning phases, as I'm trying to understand how to best make use of the capabilities of the system. So far I can only draw to the top screen in 3D (or lower if I wanted to). I intend making AGE.DS my secondary project if I find motivation to keep swapping cards in and out of the handheld.
I will most likely (once I get my hands on one) make an engine for the new OUYA, because it has open API and development is directed at indies.
On related note, Unity is going to add export capability to OUYA, but I think the publishing pipeline won't be integrated, just like with iOS.
November 9, 2012
November 5, 2012
Back in Action - for a while
I'm back with the engine development for a while.
I'm most likely going to redo most of the engine structure based on what I've learned in the past 2 years I worked at Traplight. This means I'm going to reset the milestones and iterate from the beginning.
For the first few weeks I'm going to just play around with the base structure, so I can get the best out of it without making major changes when I add stuff.
This time I'm going to make Android engine in parallel with the PC engine and my attempt is to be able to make a few step ports of the games I make - using same scripting platform and asset system.
I'll try to keep the blog updated with other stuff too along the engine dev this time.
Over and out.
I'm most likely going to redo most of the engine structure based on what I've learned in the past 2 years I worked at Traplight. This means I'm going to reset the milestones and iterate from the beginning.
For the first few weeks I'm going to just play around with the base structure, so I can get the best out of it without making major changes when I add stuff.
This time I'm going to make Android engine in parallel with the PC engine and my attempt is to be able to make a few step ports of the games I make - using same scripting platform and asset system.
I'll try to keep the blog updated with other stuff too along the engine dev this time.
Over and out.
February 21, 2011
About hiatus
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.
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.
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.
- - -
I will now succumb to Christmas sleep and will return next year.
- - -
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.
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