Tool Frameworks
Now that I'm starting to get somewhere with building machines and having a nice variety of objects to build with, I need some way to do the building. This brings up the inevitable requirement to either write your own extensive UI framework, or decide to use an external framework. T…
Physics Actuators
I've continued implementing various types of actuators since Saturday. The list is now including the following:
1. Motor: It does what it sounds like, consisting of a base an output shaft that has a torque applied to it.
2. Thruster: Also does what it sounds like, applying a force t…
I've continued implementing various types of actuators since Saturday. The list is now including the following:
1. Motor: It does what it sounds like, consisting of a base an output shaft that has a torque applied to it.
2. Thruster: Also does what it sounds like, applying a force t…
First Physics Objects
After implementing all of the low level object hierarchy and a few basic physics objects, I decided to spend a little time putting some simple machines together. The result is a four-wheeled cart, and a thruster object. The thruster is actually one of the low level actuators,…
FeedBack Object Hierarchy II
After getting a few more of the objects implemented within this new framework, I basically have at least one item from each category to tinker around with. I am more or less preparing the container class that will represent a complete 'Machine'. The 'Machine' object wi…
FeedBack Object Hierarchy
This week has seen quite a bit of progress on both the engine as well as FeedBack. Over the past two months or so, I've added significant functionality to the engine including event handling, scripting interfaces, and a new entity model that abstracts groups of entities in…
Using A Secondary Window For Scripting
Up to this point, my engine has always utilized a single window to interact with the user. More than a year ago, I was working with the GIMP program which uses a separate window for each user interface. Ever since then, I've wanted to give it a shot and see h…
Lost Devices and Renderer Resources
I spent that last few days getting my engine to automatically recover from a lost device. It seems like a simple thing to do until you have to do it! Fortunately, I made the decision long ago that all of my D3D resources would be contained within the renderer. …
Direct Input vs. Event System
There is a warm place in my heart for Direct Input. Long ago, before I really knew very much about DirectX (it was DX8 back then...) I had a very basic renderer put together and was ready to start interacting with my applications. At the time I was reading Andre LaMo…
3D User Interface with Scripting
I have been splitting my time lately between working on my thesis and also adding my 3D user interface to the scripting world. The UI is based on my existing 3D entity framework that I use for spatial scene graphs. The overall system is really implemented with only…
Material System Updated with Lua
I have been spending the past few days on upgrading my material system to be closely integrated with the available scripting system. I've posted several times in the past on the design of the material system, which is more or less based on render views. The concept…
Node Class Scripting
Following the completion of the the entity scripting counterpart, I added a similar set of scripting capabilities to the node class. In C++, the node class is a subclass of entity with the added functionality for attaching and detaching child classes of type entity (which inclu…
Following the completion of the the entity scripting counterpart, I added a similar set of scripting capabilities to the node class. In C++, the node class is a subclass of entity with the added functionality for attaching and detaching child classes of type entity (which inclu…
Scripted Objects in Rendered Form
It seems like it's been ages since I posted a screen shot, so this post will reset the timer...
As I've described in the past posts, I now have an object oriented framework in Lua that more or less provides a Lua version of the engine objects (a doppelganger if you w…
It seems like it's been ages since I posted a screen shot, so this post will reset the timer...
As I've described in the past posts, I now have an object oriented framework in Lua that more or less provides a Lua version of the engine objects (a doppelganger if you w…
The Scripts Move On
After putting together some additional glue functions, I am pretty much set to make the lua versions of some of my objects. That will be in the next few days, but over the past day I modified the Feedback application structure to call script functions for initialization, per fra…
Scripting Objects
Neither of my Lua books have shown up yet, which may have turned out to be a good thing. I've spent more time on the documentation and the online Programming in Lua book than I would have if I already had the books and it appears to have given me a better grasp on things.
With a li…
Lua Programming Gems
I've been continuing my investigation into Lua, and have actually ordered another Lua book: Lua Programming Gems. It appears to have some game specific chapters, as well as a good spread of other topics that I think will be interesting.
I'm finding that the key issue in adding s…
Lua Designs
While reading up on Lua and trying to see what others have done with it, I am starting to formulate my ideas on how I want the scripting portion of my engine to look. In all reality, I think the overall best thing to do with it is to use it to script my applications - instead of hard co…
Scripting Languages
While considering how to actually get a machine built out of the simple level physics actors and joints, I basically have two options. Either use a data driven machine description (probably an XML file) or use a scripting language to directly create the combinations. There are …
FeedBack Object Structure
I spent my free time today converting the existing FeedBack object hierarchy from an inheritance based one to an aggregate based one - similar to the conversion that I did with my 3D GUI objects a few months back. Now that I have started using the aggregate versions, I jus…
I spent my free time today converting the existing FeedBack object hierarchy from an inheritance based one to an aggregate based one - similar to the conversion that I did with my 3D GUI objects a few months back. Now that I have started using the aggregate versions, I jus…
Hieroglyph 3
I have decided to make the Hieroglyph 3 engine updates a long term goal. I have a good idea of how I want to structure things, but it is going to take some time to get everything properly designed. I'm alright with taking my time with it, since I have spent so much time developing Hie…
I have decided to make the Hieroglyph 3 engine updates a long term goal. I have a good idea of how I want to structure things, but it is going to take some time to get everything properly designed. I'm alright with taking my time with it, since I have spent so much time developing Hie…
Programming Vertex, Geometry, and Pixel Shaders
The book project that I and several others (Jack has discussed the project quite a few times in his journal) have been occasionally writing about for the past year or so is finally ready to be released. If all goes correctly, later today or tomorrow y…
The book project that I and several others (Jack has discussed the project quite a few times in his journal) have been occasionally writing about for the past year or so is finally ready to be released. If all goes correctly, later today or tomorrow y…
Reorganizing
With Hieroglyph 3 being a plugin based engine, I have been forced to decide what will go into the 'HieroglyphCore' library and what will be put into the engine component plugins and what will be left for the application to implement. Basically, the core library is going to get the enti…
With the end of the year quickly approaching, it looks like a special project that myself and several others will be (hopefully!) completed before 2009. Its a community project that will be available to everyone, so I can't wait to see how it is received... You will most certainly hear about it w…
Where the heck have I been?
I have spent the past weeks wrapping up my final two courses of my Master's Degree. Two presentation to give today, and then the course work is finished - leaving only my thesis to write. Now to find a topic for the thesis...
Convolution Shadow Maps
One of the two present…
I had no idea that it was even close to being available, but the November DXSDK contains a community technology preview of the Direct3D11. There is a significant amount of updates and new features, some of which will be available on pre-D3D11 hardware.
It's going to be a little while before I get t…
It's going to be a little while before I get t…
For those who haven't seen it already, there was an overview of D3D11 presented at NVISION 08. Here's the link to the slides.
Very interesting indeed...
Very interesting indeed...
Key Frame Animation
I had a chance today to put together a simple key frame animation controller and added it to the engine. I will need to be able to have my objects moving around a scene to be able to test out the various rendering techniques that are coming down the pipeline (no pun intended... …
Shadowing Implementations
Lately I have been seeing many discussions on different shadowing techniques. I have tried to keep up on the various techniques, but haven't been implementing many of them at all. So, this is a good opportunity to start putting some of these things to the test [grin].
With…
Lately I have been seeing many discussions on different shadowing techniques. I have tried to keep up on the various techniques, but haven't been implementing many of them at all. So, this is a good opportunity to start putting some of these things to the test [grin].
With…
SSAO in the Material System
To take a short break from system development and documentation, I pulled my latest SSAO implementation into the material system. It is more or less just a render view to generate the Ambient Occlusion buffer, which can then be referenced by an effect in the perspective …
Hieroglyph 2 Material System
As mentioned in the recursive reflections post, I wanted to talk about a few of the details of the material system. I have written a short document about my render view system a while back - so if you haven't browsed that document it might help explain some of my engine…
Documenting Renderer Design
Now that I have the fundamental blocks of the rendering system in place and proven out (albeit with a small number of algorithms...) I want to take a little time to perform a review of the design and make some semi-formal documentation for it. I sometimes have a tendency…
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