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
Just need to figure out how to get composite -> Pass system working together.
Read more in Journal of Lee Stripp
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 …
Here's a …
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…
Plan of attack.
1. Add all new Mat…
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…
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…
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…
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…
The big question is what API can I use.. Cocoa seems to take over my…
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…
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…
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…
[heading]vortX GE[/heading]
Fixed a bug that was crashing the lsAssetManager instance on e…
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…
SourceForge page
Go to the Code-SVN page and checkout the project.
Your will…
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…
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…
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…
I will be looking for people to help once I find a…
Just slapped this small demo together to show shadow map switching.
Linux 64bit, using VBO's, FBO's and GLSL shaders.
Download from HERE
Linux 64bit, using VBO's, FBO's and GLSL shaders.
Download from HERE
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
Download : Click here
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…
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…
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 …
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 …
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…
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…
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