Journal of Lee Stripp

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Hervey Bay, Australia
Game engine design using C++, My Projects etc.
105 comments
1 followers
88 entries
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mixmaster
January 08, 2012
vortxGE 2.0 progress
Simple solution for Composite and Pass updates, I now support both FBO and direct context renders. So a simple app can be setup fast ...

Viewports now update correctly.

579 views
mixmaster
January 08, 2012
vortxGE rewrite progress
First test of debug objects, yep not quite perfect LOL, but at least its working.. I only have simple pass pipeline working, thats why its only in bottom left. Viewports are set default.

Just need to figure out how to get composite -> Pass system working together.

Read more in Journal of Lee Stripp
736 views
mixmaster
January 07, 2012
vortxGE rewrite progress
Progress is coming along nicely, All matrix data now matches the old OpenGL data and I've just finished a new mesh data system that handles shaders better. I've also kept my split model by material aproach. Full rewrite of the Node based Scene structure is basiclly done and running nicely.

Here's a …
920 views
mixmaster
December 28, 2011
vortxGE port to OpenGL 4.x
Well its time to bite the bullet and start using all my own matrix data, do some shader rewrites and get ready for OpenGL 4.x and the future. I kept putting it off because of small issues in the engine I just had to fix first. Now there all done I have no excuse :-)

Plan of attack.
1. Add all new Mat…
757 views
mixmaster
December 20, 2011
vortxGE revisited
Due to bad weather in my regon, I've pulled the game engine apart. Merged lsCDL into the code and removed any operating system specific elements. Removed the main Game Loop to create a new Stepping game engine, freeing up the user to use his/her own front end e.g. Nokia Qt, Cocoa, X11 or even Windo…
853 views
mixmaster
August 15, 2011
Blender scripts
Blender to vortX GE scripts update:

Blender python API was changing so oftern I gave up for a while. Sadly I needed the scripts working again , so cross fingers they stop changing everything :-) Now the scripts work in Blender 2.58 and maybe newer versions.

While fixing things I added some new featur…
856 views
mixmaster
July 26, 2011
Mac OSX 10.7 Lion
After porting my engine to Mac everything was working ok, BUT now I've installed OSX 10.7 Lion the performance of xlib/GLX has become unusable... Dam it !!!! Looks like I'll need to rewrite lots of code. Almost got away with it :-)

The big question is what API can I use.. Cocoa seems to take over my…
766 views
mixmaster
July 19, 2011
lsCDL and vortX GE running in Mac OSX
After some small mods to code I now have lsCDL and vortX GE running in Mac OSX 10.6.8, for now I'm only using xlib/GLX but it seems to be working ok.
676 views
mixmaster
July 13, 2011
lsCDL updates
Added to new functions to the CDL_Window class
[heading]
void Set_WindowTitle( const string& title );
[/heading]
[heading]
void Set_AllwaysOnTop();
[/heading]
I think they explain themselves.
641 views
mixmaster
July 11, 2011
Stupid Apple
I don't understand why Apple have opt'd to go with Cocoa only !! ObjC is a slow shitty direction, okay yes use it but for F!@K sake keep a C API going for openGL programming that supports windowed output... Has anyone found a workaround for this !!! Grrrrrr....
778 views
mixmaster
July 08, 2011
Mac OSX support for vortX GE
After a week of research I've found 2 viable optiohns, I wanted to avoid any objC code if possible and it seems I can. First I'll be adding xlib/GLX support because its just easy, I'm lazy :-) Once this is working I'll start on Core OpenGL and Core Graphics integration. This should keep everyone ha…
635 views
mixmaster
June 24, 2011
Bullet update for vortX GE
I've been using an old version of bullet for so long now it was time to update.. I'm now using the latest SVN checkout and noticed something interesting, I had to update all my CMakeLists.txt files because the lib names had changed.. Hmmm.. You still have to edit the files anyway, I don't use the…
569 views
mixmaster
June 24, 2011
vortX GE Update
Added a new debug header file to control debug output for both lsCDL and vortX GE. Started adding MacOSX support, I need a new desk to setup my shiny iMac to start testing this new code. It may not work yet :-)

[heading]vortX GE[/heading]
Fixed a bug that was crashing the lsAssetManager instance on e…
549 views
mixmaster
May 29, 2011
vortX GE is now back in development
After a long break and a move of location, I'm back and itching to code again.

[heading]lsCDL[/heading]
I've cleaned up the code and only support Linux for now, this may change in the future.

[heading]vortX GE[/heading]
Lots of cleanups, improved Raycast and Hit system with fast callbacks.
777 views
mixmaster
December 28, 2010
vortX GE update
Bullet Trimesh support added to the Blender export scripts, scripts also moved to the svn repo for easy updates.
648 views
mixmaster
December 24, 2010
Merry Christmas
I hope everyone has a great day today !!
582 views
mixmaster
December 18, 2010
vortX GE alpha release
Just uploaded vortX GE to SourceForge, Its only alpha, only because I'm finishing the base lib "lsCdL". The linux code is usable if anyone is interested in having a play. PM me if you need any demo code, thats not online yet.

SourceForge page

Go to the Code-SVN page and checkout the project.
Your will…
691 views
mixmaster
December 15, 2010
vortX GE Information
I just let the cat out of the bag in the forums. So thought I better do an entry..

vortX GE - my brand new game engine will be released under the LGPL, I'm currently working on the base library lsCDL to make sure all 3 platforms are working (Linux, Windows and MacOSX). This could still take a little…
500 views
mixmaster
December 12, 2010
lsCDL pre-alpha release.
Commited lsCDL to SorceForge last night. License is LGPL and the Linux 64bit side is all working. I'll be looking for Windows and MacOSX developers to help soon.

I need to create a tutorial and download-able example code. I'll put this on my website later.
664 views
mixmaster
December 12, 2010
lsCDL rewrite
After a small break from coding. I've finally started rewriting my base API called lsCDL (Cross-platform Development Library). I only ever had linux support working but now am working on Windows and MacOSX support. This Lib will be LGPL open source.

I will be looking for people to help once I find a…
599 views
mixmaster
November 09, 2010
One Break
I'm taking a small break from the Game Engine, I'll be back soon to start my first game, using it as a base. Game engine is finished so cant think of a better time to step back and relax. Bring on summer, the beach awaits.
471 views
mixmaster
November 02, 2010
2nd demo
Just slapped this small demo together to show shadow map switching.



Linux 64bit, using VBO's, FBO's and GLSL shaders.
Download from HERE
480 views
mixmaster
November 02, 2010
Lighting and shadow map changes
Very productive night last night. Modified the way I calculate my Shadow Map Texture Matrix. Split into two parts

Light Class

const GLfloat bias[] = {0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0 };

glMatrixMode( GL_TEXTURE );
glLoa…
492 views
mixmaster
October 31, 2010
First vortX GE demo
Okay, just finished my first demo. Its nothing fancy, basic test of occlusion. If anyone has a Linux 64bit box laying around, their welcome to download it and give me feedback.

Download : Click here


546 views
mixmaster
October 28, 2010
Making demos for vortX GE
This week I've been cleaning up code, forcing crashes etc.. I'm very happy with everything so far.. I guess its time to make some Demos !

My base Library has no Windows or macOSX support yet, so all first releases will be Linux 64bit only. I'll fix this once I'm happy with feedback from users.

I'm th…
496 views
mixmaster
October 24, 2010
Some games I've made

Interactive 3D engine I made for casino games, includes full server etc.. Built around SDL1.2



And a 2D HD scroller I made for fun.


And a concept image

560 views
mixmaster
October 24, 2010
Adding bullet collisions
Bullet Collision


After reading the bullet manual, I only figured out I needed to add a callback at the Tick level. The problem with callbacks and C++ is they dont mix well. Anyway I added a static function to my main Bullet class which holds the Dynamics World, called lsTickCallback. Then I added …
920 views
mixmaster
October 23, 2010
Background
Hi All, my first entry.

Quick background : I started coding on a Power 3000 using Basic and quickly moved to C64, next was a vz200 (I think it was called, made by Dick smith), at this point I was sick of Basic.

I found a friend at school who was using Microbee's to drive large machines to drill massi…
599 views
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