Time lapse detected

Published August 01, 2008
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Sorry, I didnt update the blag yesterday. I had a nasty bug in my AC3D file loader and was awake until the small hours of the afternoon (GMT) debugging it. I woke up today at 5pm. My sleeping patterns suck >:(

Yesterdays progress: New camera class is written.


The idea behind my camera system is that a camera can be passed around the game engine, without worrying about the effect on the state of the GPU when the camera is changed. Prior to stepping through its render list, the renderer can then set the view matrix for that camera. The camera can also be used to construct a view frustum, thus enabling the system responsible for CPU bound culling steps to perform its task without concerning itself with API specific code. It can be used by the AI to determine who is looking at who / what, and it can be controlled by the physics engine without the physics engine needing to know about the GPU view matrices.

I'm currently setting up the system mentioned yesterday where I can see a camera move around the level and watch the geometry as it gets culled.

Objective for the end of today:
Get a debug display of the octree boundaries with a moving object to serve as the frustum for culling.

Objective for tomorrow:
Make serious progress on the culling system. Hopefully, this means complete demo of culling taking place.
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