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SIC Games' Journal

4: Adsense

Engine Update - Rendering Bounding Volumes

I'll get Bounding Sphere bounding volume to render shortly. I just wanted to render a AABB. Awesome thing is it's now fit to the actual mesh. Sometimes when the mesh gets imported - it has to be scaled down a bit leaving the min max verticies for the AABB to be the same. I'll fix that after loading time - so it's best fit bounding box.

Also I added blinn...

Engine Update - Frustum Culling, multiple subsets

Today I got around to adding loading multiple sub meshes and frustum culling. I'll be looking more in depth of occlusion culling and other culling techniques as in Octree Culling.



As for the Pillar Ball model I just quickly made it in 3DS Max without caring about unwrapping UVS. That's why you get that awful stretch. I'll be working on having each tex...

Game Engine Update - Bloom Post Process

Finally today I've added bloom - I know not every object has bloom in the real world. It bugs when when I'm playing a game and I see a shirt giving off bloom effect.

Originally I was rendering normal scene and bloom scene to different render targets. Then I was applied the blur to bloom texture using a UI Bitmap Element. I figured it out it wasn't workin...

Game Engine Update

I'm just going to make this quick entry in my journal. So far there's been a couple nice updates; the ability to play my own video format perfectly. The ability to create a spinning progress ring while a scene loads. On top of the scene loading - it is multithreaded to load the scene while displaying the progress ring. Once finished loading the scene then...

Performance testing with bit operations, SSE2 and asm

Today I figure I sit down and see how SSE2 is benefitial to a game. I don't come fromt a strong background knowledge of ASM code. However, I found it fascinating to say the least! I can understand the headaches that go into ASM but if you can get around knowing some ASM then you're good to go on SSE2 instructions.

As I already aknowledged from previous i...

Started to Dive into the Compute Shader!

I admit personally that when I heard about Compute Shader that I thought it was an over complex odeal. It's actually fascinating because of the parallel possibilities. It's literally turbo charging your game's speed to create box blurs or any other post processing effect; even managing physics with particles.

I created a Unorder Access View then from tha...

Another great way to reduce my insantiy with interfaces...

Upon revising the engine's SDK - I finally understood how powerful creating interfaces can truely be! Say inside the level editor the grid outline outputs color - the skybox outputs texture data - meshes output a material shader and billboards output with a geometry shader.

This is where the beauty comes in play.//-- ShaderSystem.h//-- Basestruct Shader...

Take a Break - Step Back - Rethink - Reoganize

Sometimes taking a break from this forum is healthy. Sometimes taking a break from game programming is healthy as well. Every intrepretes another person's action by previous experiences from other people. A belief system that is learned through powerful charged emotional experiences with people - usually sets these triggers off. For me, intelligence is...

Fix Fix Fix-A-Roo

Spent about the week or two weeks re-structurizing the framework. So, far so good! Upon creating a improved flow instead of using tons of pointers; I had to fix little minor issues: when window was minimized and restored it pooped out a external exception. This is fixed. When I maximized the window or resized the window - the 3D Model looked like...

SICEditor 1.0.0 - UI Changes

There's been some improvements since last video of the Dynamic Shader Reloader. The UI is startting to look tidy and smoother. Currently, working out the kinks of the camera. Next video will show cool features that I'll like to implemend. Picking will be possibly in next video, which I've been working on. I've been going back and forth with...