Before displaying a scene, the viewport and projection transformations are needed. The engine have to allow multiple viewports (for splitscreen or PIP). Each viewport may want to display same, or absolutely different scene. In a case multiple viewports display same scene, they may want to display i…
The keyboard listener is complete, now with fixed and improved mask for special keys ( Ctrl, Alt, Shift ) to be a bit more flexible. The left Alt was a bit tricky to make it work using window messages. I was slowly going to think about abandoning the idea of callbacks as reaction on messages if it …
Last several days I've spent by separating engine from game by creating engine API.
Code for window handling and keyboard listening are nearly done.
Sounds strange to start speaking about creating an engine after many weeks of development. Bad for me, I haven't draw the line between engine part and g…
Code for window handling and keyboard listening are nearly done.
Sounds strange to start speaking about creating an engine after many weeks of development. Bad for me, I haven't draw the line between engine part and g…
OpenGL provides 3 fog types - GL_LINEAR, GL_EXP and GL_EXP2.
Some time ago I've found an image showing the characteristics of these modes which helped me to understand them a bit more. I can't find it now again, so I tried to recreate it. It isn't absolutely accurate, but it could help understand th…
Some time ago I've found an image showing the characteristics of these modes which helped me to understand them a bit more. I can't find it now again, so I tried to recreate it. It isn't absolutely accurate, but it could help understand th…
Finally done. The blended objects are rendered in proper order. Or at least in most cases they are.
I think that everywhere where is a word about rendering blended objects is said that you must draw solid objects (faces) first and only after that draw the translucent/transparent objects (faces). And…
I think that everywhere where is a word about rendering blended objects is said that you must draw solid objects (faces) first and only after that draw the translucent/transparent objects (faces). And…
The simple B&W image reading for generating galaxy arms presented in DevLog #7 showed up to be a bit too simple for my needs. I needed to reduce the thickness of dust stream within the arms. I've thought about another density map exclusively for the dust, but I needed larger resolution for it. …
Hello again,
it's not much common for me to write entries somewhere too often, so I should better hurry to make this one before I change my mind
So, what happened in StarDust the last week? For long it looked I will have nothing, as the spiral arms of galaxy completely broke the images I presented i…
it's not much common for me to write entries somewhere too often, so I should better hurry to make this one before I change my mind
So, what happened in StarDust the last week? For long it looked I will have nothing, as the spiral arms of galaxy completely broke the images I presented i…
It has been a long time since last update. Personal life stepped in and the development was freezed for a while as I had no taste for anything. Fortunately I am slowly grabbing powers again and the StarDust project is waking up from its hibernation.
I am bringing you now some screens of the Milky-Wa…
I am bringing you now some screens of the Milky-Wa…
I got a bit bored with all the tiny dots covering approximately same area on screen with no real comparable differences in sizes and so I played a bit with the flare appearance on the distant stars. The result are visible differences in sizes. Some stars now are really looking brighter than others.…
This log is comming later than I expected, so without any further delays lets have a look on what happened since DevLog #3.
A lot of the time has been dedicated to analysis of information about stars, their types, spectral classes, magnitudes (luminosity), size and count. It however looks like th…
A lot of the time has been dedicated to analysis of information about stars, their types, spectral classes, magnitudes (luminosity), size and count. It however looks like th…
The weekend is over. Code has went to Bitbucket repositories, initial encounter with TortoiseHg was relativelly successfull and optimization of sectors for generating stars brought a significant performance increase. But not everything was so bright. VisualStudio on second PC began randomly throwin…
Several days have passed and StarDust moved thousands of light years away from the Solar System for now. The eliptical orbits of planets were done, but with some major changes in the system it looks the planets will maybe have to go around a star using physical simulation instead. Before the planet…
Welcome to the dev log of StarDust. This project lied in my head for quite a time, but I never had time I could dedicate to it. Until relatively recently. Just several weeks ago a concept for the game has been finally laid out. Design is still being written, but enough has been already prepared to …
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