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Journal of Lee Stripp



vortxEDIT : Cocoa

Posted by Lee A. Stripp, 30 September 2012 · 498 views
vortxGE, Editor, Cocoa
After making my first ever Cocoa app for cataloging my fish I catch, yep I love to fish. I had to start somewhere.

I just jumped right in the deep end with the vortxGE Scene Editor called vortxDEIT, this follows my old editor written in Nokia Qt using C++. But I really wanted to make a native Mac OS X app (Cocoa) for scene editing as this is my main...


Interview

Posted by Lee A. Stripp, 27 September 2012 · 397 views

  • How many games have you worked on?
About 10 all up, last 4 were: 2up, Bi-Yo, Lolly World and CrossFate.

  • What do you work on in games, and how did you learn to do it?
Well I work on many areas, 3D Modelling, Animation, Programming etc... I'm self-taught from the age of 12, once at school I found like minded friends...


vortxGE : Lighting

Posted by Lee A. Stripp, 16 September 2012 · 639 views
Bump, Normal, Mapping, Lighting
Took a few days off to go fishing, now I'm back and hard at coding.

I worked on :
  • Lighting
  • Tangents
Lighting
I added back in the light manager for scene objects, shaders only support 3 lights at the moment for forward...


vortxGE : Culling

Posted by Lee A. Stripp, 07 September 2012 · 329 views
Culling, Frustum, Occlusion
I now have culling back in, sadly even after finding an extension for occlusion on IOS. I think its only available on iPad2, I just couldn't find any info on this... so here's what I added.

iPhone/iPad
  • Frustum Culling

Mac OS X
  • Frustum Culling
  • Occlusion Culling
Frustum cull is just a given with both camera and...


vortxGE : Mesh loader

Posted by Lee A. Stripp, 06 September 2012 · 500 views
vortxGE, mesh loader, texture
Okay where to start... Because I rewrote the Mesh/Batch classes I had a little more work to do with the new Mesh loader. The new loader now supports texture and shader loading automatically, mesh files are text based at the moment so their easy to edit and try new options... hmmm not so bad.

Engine is running on Mac, iPhone and iPad with all new features....


vortxGE : iPad and iPhone test

Posted by Lee A. Stripp, 05 September 2012 · 464 views
vortxGE
Most of the new redesign is in place and working, I now have Mac, iPhone and iPad code in sync.

Added
  • Bullet Physics
  • Animation system - Cubic curves, Transforms and Materials.
Slow rotation is due to the screen recorder.




vortxGE : Custom Composites

Posted by Lee A. Stripp, 03 September 2012 · 397 views

Well I have started testing the so called composite Control, this control is just a scene render pipeline which makes it very powerful. Basically you can setup any type of scene and point fbo textures to an object. All the feature of scenes are the same (culling etc...), its just a scene.

Anyway the image below shows 2 scenes that connect from a quad in...


vortxGE : Render to Texture

Posted by Lee A. Stripp, 03 September 2012 · 416 views

I'm done adding render to texture, this is a full rewrite of the old code making it more generic and self contained. I've also added a new Control for rendering simple scenes/objects, very usefull. The pic below shows OpenGL Profiler with the FBO attached texture, showing the output of the viewer Control.

[attachment=11069:Screen Shot 2012-09-03 at...


Render Pipeline

Posted by Lee A. Stripp, 01 September 2012 · 568 views
Render, Game Engine, Flow
Just thought someone might like to see my flow chart for the basic render pipeline. I created this before I started working on the new engine. This is all implemented now and working well. As you may guess its a little more complex then whats shown here but you get the idea.



Added support for Retina displays and have done...





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