After reading lots of tech papers/blogs on C++11 threads I redesigned the way the engine handles threading.
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 unde…
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 unde…
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.
Also they were strug…
Also they were strug…
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.
The plan is to start making some money to fund future Games using my engine, once the engi…
The plan is to start making some money to fund future Games using my engine, once the engi…
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 : http://www.leestripp.com still under con…
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…
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…
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 cull…
Been working hard at getting a save project feature working in vortxEDIT. This output will also be used by the Engine to load games
Small changes to the asset manager were done.
Here is the project file output so far. Just getting the basic elements down.
Small changes to the asset manager were done.
Here is the project file output so far. Just getting the basic elements down.
# vortxEDIT v1.0 by Lee A. Stripp
# Shaders
add_…
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 :-)
Started adding more Properties, here's an exsample of the Test cube with some changed material values.
Read more in Journal of Lee Stripp
Started adding more Properties, here's an exsample of the Test cube with some changed material values.
Read more in Journal of Lee Stripp
Finally got 2 openGL views working in a single window. Cocoa seems to be very fussy about the order and timing of some of the calls to its helper context class. Here is my call flow
Here is my init
Here is my init
- (id)initWithFrame: (NSRect)frame
{
self = [super initWithFrame: frame];
if (self)
{
doDraw = NO;
doI…
After making my first ever Cocoa app for cataloging my fish I catch, yep I love to fish. I had to start somewhere.
I just jumped right in the deep end with the vortxGE Scene Editor called vortxDEIT, this follows my old editor written in Nokia Qt using C++. But I really wanted to make a native Mac OS…
I just jumped right in the deep end with the vortxGE Scene Editor called vortxDEIT, this follows my old editor written in Nokia Qt using C++. But I really wanted to make a native Mac OS…
- How many games have you worked on?
About 10 all up, last 4 were: 2up, Bi-Yo, Lolly World and CrossFate.- What do you work on in games, and how did you learn to do it?
Well I work on many areas, 3D Modelling, Animation, Programming etc... I'm self-taught from the age of 12, once at school I found like m…
- What do you work on in games, and how did you learn to do it?
Took a few days off to go fishing, now I'm back and hard at coding.
I worked on :
I worked on :
- Lighting
- Tangents
[font=georgia,serif]Lighting[/font]
I added back in the light manager for scene objects, shaders only support 3 lights at the moment for forward renders.
[font=georgia,serif]Tangents[/font]
With the new mes…
I now have culling back in, sadly even after finding an extension for occlusion on IOS. I think its only available on iPad2, I just couldn't find any info on this... so here's what I added.
iPhone/iPad
iPhone/iPad
- Frustum Culling
Mac OS X- Frustum Culling
- Occlusion Culling
Frustum cull is just a given with both camer…
- Frustum Culling
Okay where to start... Because I rewrote the Mesh/Batch classes I had a little more work to do with the new Mesh loader. The new loader now supports texture and shader loading automatically, mesh files are text based at the moment so their easy to edit and try new options... hmmm not so bad.
Engine …
Engine …
Well I have started testing the so called composite Control, this control is just a scene render pipeline which makes it very powerful. Basically you can setup any type of scene and point fbo textures to an object. All the feature of scenes are the same (culling etc...), its just a scene.
Anyway the…
Anyway the…
I'm done adding render to texture, this is a full rewrite of the old code making it more generic and self contained. I've also added a new Control for rendering simple scenes/objects, very usefull. The pic below shows OpenGL Profiler with the FBO attached texture, showing the output of the viewer C…
Just thought someone might like to see my flow chart for the basic render pipeline. I created this before I started working on the new engine. This is all implemented now and working well. As you may guess its a little more complex then whats shown here but you get the idea.
Read more in Journal of Lee Stripp
Read more in Journal of Lee Stripp
Okay, I have been working on the iPhone and iPad version of the engine, here is the first tests. Seems to be working fine with full device rotation etc..
The white Quad is the composite Quad that will be used to render FBOs to screen. It may not look like it but there is a lot going on inside the en…
The white Quad is the composite Quad that will be used to render FBOs to screen. It may not look like it but there is a lot going on inside the en…
Well I was ment to take off 3 weeks, but things dont always work the way we want in life :-) Its been a Year and a bit since I last posted here. I'll try to explain why. I'll keep it short....
I was a 25% owner in a new online gaming company that was looking promising until the stockmarket went into…
I was a 25% owner in a new online gaming company that was looking promising until the stockmarket went into…
I've been busy adding non-visual additions to the engine, so nothing to interesting to post until now.. I'm currently adding Level management which also includes Menus and Loaders. I want these systems to be very flexible and that's why they are basically the same thing. All levels have a scene man…
I've been working on the particle system again, fixed some issues and added some new features.
Video shows 1000 particles, emit rate 100 every 5 seconds and at death it sets each particles gravity to 0. Not sure what this feature could be used for but I just thought it would be cool to have :-)
[medi…
Video shows 1000 particles, emit rate 100 every 5 seconds and at death it sets each particles gravity to 0. Not sure what this feature could be used for but I just thought it would be cool to have :-)
[medi…
I've been working on the particle system again, fixed some issues and added some new features.
Video shows 1000 particles, emit rate 100 every 5 seconds and at death it sets each particles gravity to 0. Not sure what this feature could be used for but I just thought it would be cool to have :-)
[medi…
Video shows 1000 particles, emit rate 100 every 5 seconds and at death it sets each particles gravity to 0. Not sure what this feature could be used for but I just thought it would be cool to have :-)
[medi…
Property Settings panel all working now. The app can now Move any selected object to an exact position/rotation/scale and also set base Material colours etc.. Choosing to use a generic property system is now starting to pay off as all values are modified the same way, also working in with the anima…
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