<?xml version="1.0" encoding="UTF-8" ?>
<rss version="2.0">
<channel>
	<title>Journal of Lee Stripp</title>
	<link>http://www.gamedev.net/blog/824-journal-of-lee-stripp/</link>
	<description>Journal of Lee Stripp Syndication</description>
	<pubDate>Mon, 18 Mar 2013 19:10:38 +0000</pubDate>
	<webMaster>support@gamedev.net (GameDev.net)</webMaster>
	<generator>IP.Blog</generator>
	<ttl>60</ttl>
	<item>
		<title>vortxGE : Threads</title>
		<link>http://www.gamedev.net/blog/824/entry-2256171-vortxge-threads/</link>
		<category></category>
		<description><![CDATA[After reading lots of tech papers/blogs on C++11 threads I redesigned the way the engine handles threading.<br /><br />Developers can now change threads manually per Scene, each pipeline : Move, Optimise are now batch threaded for better performance. after lots of testing this approch seems to work better under heavy load and being scalable its my new method of choice.<br /><br />Here is some code from the engine that creates threads based on nodes.<pre class='prettyprint lang-auto linenums:0'>

void lsNode::MoveThread( lsScene* scn, lsOpenGL* opengl, double delta )
{
#ifdef VORTX_DEBUG_NODES
&nbsp;&nbsp;&nbsp;&nbsp;cout &lt;&lt; "lsNode::MoveThred() ********************************" &lt;&lt; endl;
#endif
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;vector&lt;thread&gt; th;
&nbsp;&nbsp;&nbsp;&nbsp;lsNode *ptr;
&nbsp;&nbsp;&nbsp;&nbsp;int threads = 1;
&nbsp;&nbsp;&nbsp;&nbsp;int tc = 0;
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;// Threads
&nbsp;&nbsp;&nbsp;&nbsp;if( scn )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;threads = scn-&gt;getThreads();
&nbsp;&nbsp;&nbsp;&nbsp;} else
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;threads = thread::hardware_concurrency() * 2;
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;// cycle through child and its next nodes
&nbsp;&nbsp;&nbsp;&nbsp;ptr = getNode_list();
&nbsp;&nbsp;&nbsp;&nbsp;while( ptr )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// Add thread
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;th.push_back( thread( &lsNode::Move, ptr, scn, opengl, delta ) );
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tc++;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// check our thread count
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(( tc &gt;= threads )||( ptr-&gt;getNext_node() == NULL ))
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{
#ifdef VORTX_DEBUG_NODETHREADS
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// debug
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cout &lt;&lt; "lsNode::MoveThread - Thread count : " &lt;&lt; tc &lt;&lt; endl;
#endif
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// Join and wait
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for( auto &t : th )
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;t.join();
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// clean up
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;th.clear();
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tc = 0;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ptr = ptr-&gt;getNext_node();
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;// pass it on
&nbsp;&nbsp;&nbsp;&nbsp;if( getNode_list() ) getNode_list()-&gt;MoveThread( scn, opengl, delta );
&nbsp;&nbsp;&nbsp;&nbsp;if( getNext_node() ) getNext_node()-&gt;MoveThread( scn, opengl, delta );
}

</pre>]]></description>
		<pubDate>Mon, 11 Mar 2013 12:59:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2256171-vortxge-threads/</guid>
	</item>
	<item>
		<title>C++11 Threads</title>
		<link>http://www.gamedev.net/blog/824/entry-2256151-c11-threads/</link>
		<category></category>
		<description><![CDATA[I was just brushing up on some C++11 concepts the last few nights (looking for parts of the engine to improve) and noticed quite a few people struggling with threads inside classes, as in using a class object as a thread. Some of the responses were so confusing to say the least.<br /><br />Also they were struggling with std::cout while threads were running. So here's some example code of these problems all in one. I hope it points someone in the right direction.<br /><br />Files:<br />lsThread2.h / .cpp<br />lsThread.h / .cpp<br />core.h / .cpp<br />main.cpp<pre class='prettyprint lang-auto linenums:0'>
// file : core.h

#ifndef cppThreads_core_h
#define cppThreads_core_h

#include &lt;iostream&gt;
#include &lt;vector&gt;
#include &lt;thread&gt;
#include &lt;mutex&gt;

using namespace std;

/*! Base class
 Used to start some lsThread objects.
 */
class core
{
public:
&nbsp;&nbsp;&nbsp;&nbsp;core();
&nbsp;&nbsp;&nbsp;&nbsp;virtual ~core();
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;void run();
&nbsp;&nbsp;&nbsp;&nbsp;void logText( const string& val, int tid&nbsp;&nbsp;);
&nbsp;&nbsp;&nbsp;&nbsp;
private:
&nbsp;&nbsp;&nbsp;&nbsp;int nr_threads;
&nbsp;&nbsp;&nbsp;&nbsp;mutex m;
};


#endif

</pre><pre class='prettyprint lang-auto linenums:0'>
// file : core.cpp
​
#include "core.h"
#include "lsThread.h"

core::core()
{
&nbsp;&nbsp;&nbsp;&nbsp;nr_threads = 10;
}

core::~core()
{
}

void core::run()
{
&nbsp;&nbsp;&nbsp;&nbsp;cout &lt;&lt; "########## Start test ##########" &lt;&lt; endl;
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;vector&lt;thread&gt; th;
&nbsp;&nbsp;&nbsp;&nbsp;lsThread *mt = new lsThread&#91;nr_threads];
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;//Launch a group of threads
&nbsp;&nbsp;&nbsp;&nbsp;for( int i = 0; i &lt; nr_threads; ++i )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mt&#91;i].setTid( i );
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// Shows how to pass args to the start function in lsThread
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;th.push_back( thread( &lsThread::start, mt&#91;i], this, 5 ) );
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;//Join the threads with the main thread which core is running
&nbsp;&nbsp;&nbsp;&nbsp;for( auto &t : th )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;t.join();
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;// delete our array of lsThread objects
&nbsp;&nbsp;&nbsp;&nbsp;delete &#91;] mt;
&nbsp;&nbsp;&nbsp;&nbsp;cout &lt;&lt; "########## End test ##########" &lt;&lt; endl;
}

/*! Logging
 This function is here so its in a common thread for all other threads to call.
 Remember in a real world App you would make a better logger.
 */
void core::logText( const string& val, int tid )
{
&nbsp;&nbsp;&nbsp;&nbsp;// Lock for output
&nbsp;&nbsp;&nbsp;&nbsp;m.lock();
&nbsp;&nbsp;&nbsp;&nbsp;cout &lt;&lt; "Thread : " &lt;&lt; tid &lt;&lt; " - " &lt;&lt; val &lt;&lt; endl;
&nbsp;&nbsp;&nbsp;&nbsp;m.unlock();
}

</pre><br /><br /><br />Above: a base class that runs in the main thread.<pre class='prettyprint lang-auto linenums:0'>
// file : lsThread.h
​
#ifndef cppThreads_lsThread_h
#define cppThreads_lsThread_h

#include &lt;iostream&gt;
#include &lt;thread&gt;
#include &lt;vector&gt;

class core;

using namespace std;

/*! Thread class
 Nothing special about this class, you could thread any class.
 */
class lsThread
{
public:
&nbsp;&nbsp;&nbsp;&nbsp;lsThread();
&nbsp;&nbsp;&nbsp;&nbsp;virtual ~lsThread();
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;virtual void start( core *c, int val );
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;void setTid( int val )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tid = val;
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
private:
&nbsp;&nbsp;&nbsp;&nbsp;int tid;
&nbsp;&nbsp;&nbsp;&nbsp;
};


#endif

</pre><pre class='prettyprint lang-auto linenums:0'>
// File : lsThread.cpp

#include "core.h"
#include "lsThread.h"
#include "lsThread2.h"

lsThread::lsThread()
{
&nbsp;&nbsp;&nbsp;&nbsp;tid = 0;
}

lsThread::~lsThread()
{
}

void lsThread::start( core *c, int val )
{
&nbsp;&nbsp;&nbsp;&nbsp;c-&gt;logText( "lsThread start", tid );
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;// Here we create some more threads with a new class, based on the passed value.
&nbsp;&nbsp;&nbsp;&nbsp;vector&lt;thread&gt; th;
&nbsp;&nbsp;&nbsp;&nbsp;int nr_threads = val;
&nbsp;&nbsp;&nbsp;&nbsp;lsThread2 *mt = new lsThread2&#91;nr_threads];
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;//Launch a group of threads
&nbsp;&nbsp;&nbsp;&nbsp;for( int i = 0; i &lt; nr_threads; ++i )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mt&#91;i].setTid( i );
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;th.push_back( thread( &lsThread2::start, mt&#91;i], c ) );
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;// Join the threads with the current thread
&nbsp;&nbsp;&nbsp;&nbsp;// This could be any of the threads created by the core class.
&nbsp;&nbsp;&nbsp;&nbsp;for( auto &t : th )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;t.join();
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;// delete our array of lsThread2 objects.
&nbsp;&nbsp;&nbsp;&nbsp;delete &#91;] mt;
}

</pre><br /><br /><br />Above: This class show how to launch more threads inside the current thread.<br /> <pre class='prettyprint lang-auto linenums:0'>
// File : lsThread2.h

#ifndef cppThreads_lsThread2_h
#define cppThreads_lsThread2_h

#include &lt;iostream&gt;
#include &lt;thread&gt;
#include &lt;vector&gt;

class core;

using namespace std;

class lsThread2
{
public:
&nbsp;&nbsp;&nbsp;&nbsp;lsThread2();
&nbsp;&nbsp;&nbsp;&nbsp;virtual ~lsThread2();
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;virtual void start( core *c );
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;void setTid( int val )
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tid = val;
&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;&nbsp;&nbsp;&nbsp;
private:
&nbsp;&nbsp;&nbsp;&nbsp;int tid;
};


#endif

</pre><pre class='prettyprint lang-auto linenums:0'>
// File : lsThread2.cpp

#include "core.h"
#include "lsThread2.h"


lsThread2::lsThread2()
{
&nbsp;&nbsp;&nbsp;&nbsp;tid = 0;
}

lsThread2::~lsThread2()
{
}

void lsThread2::start( core *c )
{
&nbsp;&nbsp;&nbsp;&nbsp;// In this thread we just call the core class logging function
&nbsp;&nbsp;&nbsp;&nbsp;c-&gt;logText( "lsThread2 start", tid );
}

</pre><br /><br /><br />Above: Simple thread that will just output a message to stdout.<pre class='prettyprint lang-auto linenums:0'>
// File : main.cpp

#include "core.h"


int main(int argc, const char * argv&#91;])
{
&nbsp;&nbsp;&nbsp;&nbsp;// Thread demo
&nbsp;&nbsp;&nbsp;&nbsp;core *c = new core();
&nbsp;&nbsp;&nbsp;&nbsp;c-&gt;run();
&nbsp;&nbsp;&nbsp;&nbsp;delete c;
&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;return 0;
}

</pre><br />Above: And last but not least the main()<br /><br />I've kept this example as simple as possible but still trying to show as much as possible. Hope it helps someone.<br /><br />Cheers<br />Lee]]></description>
		<pubDate>Thu, 07 Mar 2013 17:24:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2256151-c11-threads/</guid>
	</item>
	<item>
		<title>My Business</title>
		<link>http://www.gamedev.net/blog/824/entry-2256146-my-business/</link>
		<category></category>
		<description><![CDATA[Well I've been away from GameDev.net for what seems like forever. It has been a hard road but I'm up and running with the new business. First App is on the AppStore and I created a Online Shop for my site too.<br /><br />The plan is to start making some money to fund future Games using my engine, once the engine is done I'll release it free. With any luck this means jobs for others and I get back to coding full time. All this hard work is taking me away from what I love! CODE<br /><br /><a href='http://www.leestripp.com' class='bbc_url' title='External link' rel='nofollow external'>www.leestripp.com</a><br /><br />Cheers<br />Lee]]></description>
		<pubDate>Wed, 06 Mar 2013 12:53:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2256146-my-business/</guid>
	</item>
	<item>
		<title>Still Alive</title>
		<link>http://www.gamedev.net/blog/824/entry-2255600-still-alive/</link>
		<category></category>
		<description><![CDATA[I have been very busy setting up the new Business, sadly this meant I couldn't work on vortxGE. I have created 3 other Apps for iPhone/iPad and Mac OS X. This has been taking up all my time. I'm also in the middle of creating a new website for the Business : <a href='http://www.leestripp.com' class='bbc_url' title='External link' rel='nofollow external'>http://www.leestripp.com</a> still under construction.<br /><br />I'm just adding this entry to say I will be back soon with some vortxGE updates.<br /><br />Cheers<br />Lee]]></description>
		<pubDate>Sat, 22 Dec 2012 06:20:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2255600-still-alive/</guid>
	</item>
	<item>
		<title>vortxEDIT : video</title>
		<link>http://www.gamedev.net/blog/824/entry-2255315-vortxedit-video/</link>
		<category></category>
		<description><![CDATA[My first attempt at a video with audio. wow shocking :-)<br />
<br />
<iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="http://youtube.com/embed/Y3EdM5W9AMs?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe>]]></description>
		<pubDate>Wed, 31 Oct 2012 03:16:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2255315-vortxedit-video/</guid>
	</item>
	<item>
		<title>vortxGE : Update</title>
		<link>http://www.gamedev.net/blog/824/entry-2255271-vortxge-update/</link>
		<category></category>
		<description><![CDATA[Started work on the Game level system, for this I needed to add hierarchy support to the Controls and also get that working in vortxEDIT. A recap on Controls in vortxGE, a control is a building block inside the engine for anything from a Viewer, Composite, Game Levels and so on. I wanted to be able to stack Levels on top of a LevelLoader control for example. This is all done and tested, as in the linking etc...<br /><br /><strong class='bbc'>vortxEDIT</strong><br />Now has support for loading Mesh assets and also simple Object adding. In the image you can see I was playing around with adding existing cubes but this could be any object I export from Blender. I also did even more code cleanups to do with Memory management. No ARC used anymore.<br /><br />]]></description>
		<pubDate>Wed, 24 Oct 2012 00:31:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2255271-vortxge-update/</guid>
	</item>
	<item>
		<title>vortxGE : Level Loading</title>
		<link>http://www.gamedev.net/blog/824/entry-2255264-vortxge-level-loading/</link>
		<category></category>
		<description><![CDATA[Here is a little insight into how I work, I always plan out major systems on paper before I ever start coding them, I don't go overboard with tones of detail because this is just off the top of my head. Things may change as I write the code and I make changes to this document as I go. If I don't do this stage I find it takes 10x longer to write the code. This also gives a great reference for later Product documentation.<br /><br />Cheers<br />Lee<br /><br /><br /><span style='font-size: 18px;'><strong class='bbc'>Level Progression Games</strong></span><br /><br /><em class='bbc'><strong class='bbc'>How level loading works</strong></em><br />	 In vortxEDIT, create a LevelLoader control and as many Level controls you need for your game. The loader should hold an lsViewer that displays lsLevel loading progress or whatever you like, as long as the user knows something is loading. A lsLevel control holds a filename of the vortxEDIT Level project to be loaded and a pointer to the lsGame instance needed for the level data. GamePlay controls are created by the game developer and trigger game end, restart and set scores in the lsLevel.<br /><br />	 An lsGame control is used to hold the current lsLevel loaded data and gameplay pointer. You only need one lsGame control, the lsLevelLoader should create this control and pass it to lslevel classes.<br /><br />	 Create your Level files using vortxEDIT as single projects containing everything you need for that levels game play, other in-game objects can always be added at runtime.<br /><br /><span style='font-size: 18px;'><strong class='bbc'>Sandbox Games</strong></span><br /><br /><em class='bbc'><strong class='bbc'>How Sandbox works</strong></em><br />	 lsSandBox class manages many lsSandBoxZone classes. Because a sandbox is really one massive level it should control lsSandBoxZone loading and releasing data into the lsGame class. An lsSandBoxZone controls all its asset loading and releasing in turn. Using zones should give greater flexibility to the developer and his/her target platform. Smaller zones can leave a smaller memory footprint.&nbsp;&nbsp;LsSandBoxZone's will be triggered by distance from the player/camera and must dynamically add/remove data from the lsGame class depending on the distance.<br /><br />	 This structure looks like the lsLevelLoader structure but it in no way works the same way. Keep this in mind when you create your lsGamePlay subclass.]]></description>
		<pubDate>Mon, 22 Oct 2012 14:52:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2255264-vortxge-level-loading/</guid>
	</item>
	<item>
		<title>vortxGE : single code base</title>
		<link>http://www.gamedev.net/blog/824/entry-2255242-vortxge-single-code-base/</link>
		<category></category>
		<description><![CDATA[After playing with the IOS engine code base for a while now I was confident I could recombine the 2 engine code bases together.... 4 hours later its all done and working very well, even sorted a small bug when a mesh file was missing and the engine still tried to access its bounding sphere for culling<br />
<br />
vortxEDIT and iPhone/iPad projects are all under the same workspace now, very nice.<br />
<br />
]]></description>
		<pubDate>Thu, 18 Oct 2012 21:14:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2255242-vortxge-single-code-base/</guid>
	</item>
	<item>
		<title>vortxEDIT : Save</title>
		<link>http://www.gamedev.net/blog/824/entry-2255237-vortxedit-save/</link>
		<category></category>
		<description><![CDATA[Been working hard at getting a save project feature working in vortxEDIT. This output will also be used by the Engine to load games<br />Small changes to the asset manager were done.<br /><br />Here is the project file output so far. Just getting the basic elements down.<br /><pre class='prettyprint lang-auto linenums:0'>
# vortxEDIT v1.0 by Lee A. Stripp
# Shaders
add_shader light_tex_dn
add_shader quad
add_shader debug
# Assets
add_asset texture data/textures/tech_2_2_d.tga
add_asset texture data/textures/tech_2_2_n.tga
add_asset mesh data/meshes/Cube.vbm
# Controls
add_composite Composite
add_scene Scene
add_object Quad Scene
add_camera Camera Scene
add_pass DR Scene
add_viewer Viewer
add_scene Scene
add_object Scene#Grid Scene
add_camera Camera Scene
add_light point Light Scene
add_object Point#Light#Empty Light
add_object Test#Cube Scene
add_pass FBO Scene
# EOF
</pre><br />I have also been working on a saveGameState() function that will save the current state the game is in, a save game if you will.]]></description>
		<pubDate>Wed, 17 Oct 2012 13:07:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2255237-vortxedit-save/</guid>
	</item>
	<item>
		<title>vortxEDIT : Control View</title>
		<link>http://www.gamedev.net/blog/824/entry-2255217-vortxedit-control-view/</link>
		<category></category>
		<description><![CDATA[I have now changed the Scene TreeView into a TreeView for the engine, showing all controls and sub-systems. This took a bit of work :-)<br />
<br />
Started adding more Properties, here's an exsample of the Test cube with some changed material values.<br />
<br />
]]></description>
		<pubDate>Fri, 12 Oct 2012 08:58:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/824/entry-2255217-vortxedit-control-view/</guid>
	</item>
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