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Juliean

Member Since 29 Jun 2010
Offline Last Active Today, 05:44 PM

Journal Entries

Making of: Acclimate Engine > Assets: Creation & data processing

Posted 05 May 2015

Last entry:

http://www.gamedev.net/blog/1930/entry-2261068-advanced-asset-handling/

So after I've talked about the theory behind the new asset system, I'll now go on to show some of the implementation details. I'll start with the more interesting stuff, namely the creation of the actual assets.

The asset class:

To understand whats going on, we first...


Making of: Acclimate Engine > Advanced asset handling

Posted 26 April 2015

Last entry:

http://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/

Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This time around, I decided to tackle one of the ealierst features/problems I originally put in: The asset management.

The beginnings: K.I.S.S.

A short ov...


Making of: Acclimate Engine > ASL: Geometry & Tessellation-Shader

Posted 16 March 2015

Last entry:
http://www.gamedev.net/blog/1930/entry-2260794-acclimate-shading-language/

After a long time of not being productive again, I've finally come around to fully implement the current-gen API features to my engines shading language, now called "ASL" (acclimate shading language).

One thing I noticed when learning geomentry, domain and hull shade...


Making of: Acclimate Engine > Acclimate shading language

Posted 02 February 2015

Last entry:
http://www.gamedev.net/blog/1930/entry-2260721-a-custom-variant-class/

Now for something completely different. Since I'm currently working on the graphics module, I thought I'll talk about one of the coolest features of the engine in that regard: The custom shading language.

Why a custom language?

I started the renderer as DX9, and later...


Making of: Acclimate Engine > A custom variant class

Posted 16 January 2015

Last entry:

http://www.gamedev.net/blog/1930/entry-2260689-generic-execution-routine-for-type-based-code/

So this time, as promised, I'm going to describe how the heart of the type-system, the variant class, is being designed/used. It uses both the TypeId and the generic execution routine, plus some additional template magic. This class is called "Var...


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