Journal of ChrisE

Profile
None
Author of the Power Render 3D Engine
2 comments
23 entries
Advertisement
ChrisE
August 22, 2007
PR7 Scene Editor August Beta
Please download and test out the scene editor from PR7. This is still in development but it should show you the direction things are going with the next version.

www.powerrender.com/PR7/PR7EditorBeta.zip

You will also need to get the Ageia runtime drivers from http://www.ageia.com/drivers/drivers.h…
869 views
ChrisE
August 21, 2007
Redesigning website
I spent the entire day redesigning my website. You can see the work in progress here.

If you have any suggestions let me know while I'm still working on it. :)
950 views
ChrisE
August 20, 2007
Looking back, and looking forward
I've looked back at all my blogs since January, since I built this new computer to work on. I had a clear idea of what I wanted to build in terms of the engine, but I had no idea the engine was going to grow this much. The computer was built originally to run DX10 on Vista but I haven't used DX10…
800 views
ChrisE
August 20, 2007
Depth of Field and Bloom
August 20, 2007

This weekend I spent a little time on getting depth of field and bloom effects running in the new editor. The code was already written in 2003 but I had to link up the properties to the scene settings node so I could change them in the editor.

I spent a few hours trying to implement …
1,053 views
ChrisE
August 20, 2007
Nonuniform Scaled Lights
August 13, 2007

Today I'm going to talk a little about something that isn't very common in realtime graphics. Most lights used in games are computed mathematically on hardware or in vertex/pixel shaders. The TrueLight rendering engine offers a more flexible way to calculate light attenuation. Ra…
915 views
ChrisE
August 20, 2007
Skinning with TrueLight
August 13, 2007

Just a quick update to let you know that I've completed added per pixel bump mapped skinning with the TrueLight renderer. I've also been able to improve the quality of shadows by changing to a 32 bit per color floating point format. Obviously this will run slower but it will be an…
780 views
ChrisE
August 20, 2007
Movies of PR7
August 6, 2007

Here are a few movies of PR7 in action. Keep in mind these are technical demonstrations and I have not spent any time creating nice assets. Note that the movie capture slows down the program and makes the physics seem like there is lower gravity than normal.

These movies were taken…
891 views
ChrisE
August 20, 2007
PR6 vs PR7
August 5, 2007

I've compiled a list of the differences between PR6 and PR7 here

In some ways PR6 has more features than PR7. Over time some of this functionality will be restored under the new editor, and everything will be much easier to use. Please don't ask me when PR7 will be ready, because I d…
919 views
ChrisE
August 20, 2007
July Update
July 31, 2007

It's summer and that means vacation time! I've spent 3 weeks of July up north in cottage country with my girlfriend, so I have not accomplished much on Power Render 7. August will be more productive though. The 20 inch LCD that broke has been fixed, even though the delivery man le…
947 views
ChrisE
August 20, 2007
June Update
June 1, 2007

I've successfully added the following to the editor:

- Cloth physics using hardware
- Lens flare nodes
- Script nodes
- Font nodes
- Copy and paste nodes

I've got scripts working so you can drag a script to the scene graph, then set the name of the callback functions in each node and it will …
722 views
ChrisE
August 20, 2007
Impostor Rendering
April 24, 2007

I've successfully added impostors to the scene graph. This lets you render a group of entities to a texture when they are far away and draw a textured quad instead of the full geometry to speed up rendering of scenes with large numbers of objects such as trees. There are a few minor…
984 views
ChrisE
August 20, 2007
FBX Converter, Editor Progress
April 3, 2007

Time for an update. I haven't posted any blogs lately but that's because I've been hard at work. I've started creating an FBX converter. It can import static meshes and I got as far as keyframing. This will be a small side project that isn't critical but will be handy later on.

I'v…
672 views
ChrisE
August 20, 2007
More Physics, Editor
Feb 19, 2007

I've been busy adding physics to the scene graph and editor. There has been some success at dragging and dropping physics entities, rigid bodies, and assigning meshes to them. Complex physics entities are now constructed from the scene graph but I haven't added any joint nodes yet. I…
631 views
ChrisE
August 20, 2007
Ageia PhysX Part 2
Feb 5, 2007

I have the character controller classes working but could be cleaned up a bit. I also made a few changes to get hardware support working and it seems to be fine. Pretty quick and painless but I'm only doing the basic rigid body simulation now. I've added a flag to all the primitives to…
738 views
ChrisE
August 20, 2007
Building a DX10 Computer Part 4
Feb 3, 2007

A few more pieces of hardware arrived today: A 20 inch Sceptre LCD, 2 80mm fans for the front of the case, and a BFG physics card for Ageia's PhysX. I am also putting in an old 160 gig IDE hard drive from my previous computer which I am no longer using. I also found a temperature pro…
629 views
ChrisE
August 20, 2007
Ageia PhysX
Jan 30, 2007

I resumed work on the Ageia PhysX support today. So far I've added the ability to save and load cooked meshes for faster preprocessing. Going to start working on character controller classes now. Right now I have #ifdefs depending on if the engine is compiled for PhysX or Newton. I …
698 views
ChrisE
August 20, 2007
Sidetracked - Borland C++ Part 2
Jan 30, 2007

Support for Borland C++ has been completed after a few frustrating problems:

1. Borland doesn't like #pragma once in the headers. I had to add #ifndef HEADER_H #define HEADER_H statements to the top of every header file. This took about a day.

2. Getting all of the external image libr…
696 views
ChrisE
August 20, 2007
Sidetracked - Borland C++
Jan 24, 2007

I spent most of yesterday working on a Borland C++ 2006 port of PR6 for a potential customer. Things like this come up once in a while so the DX10 and PR7 work is on hold for a couple days. To get the engine working under Borland I needed to modify all the headers since it doesn't han…
785 views
ChrisE
August 20, 2007
Building a DX10 Computer part 3
Jan 23, 2007

After spending a couple days installing Windows Vista and all the software I need for work (and a few I don't), the new system is stable and very sweet. I now have it set up to my dual monitors and can ALMOST put the old machine away.

Vista is still lacking print drivers for my printer …
656 views
ChrisE
August 20, 2007
Building a DX10 computer Part 2
Jan 18, 2007

The case arrived today and I have started putting together the system.


1. Aspire X-Discovery Case


2. Motherboard tray removed


3. Motherboard and CPU in


4. Ultraviolet fan lights


5. Aspire clear case PSU with blue led and custom UV sleeving


6. Asus P5W mounted


7. Core 2 Duo opened


8. PSU in


9. Al…
678 views
ChrisE
August 20, 2007
Terrain Nodes in Scene Graph
Jan 17, 2007

This week I have started working on the new terrain engine. After a couple days of work and nothing showing, finally I have terrain displaying in the scene graph. You can drag and drop sections of terrain, set the textures and detail scale, and move, rotate or scale them.

Click here …
689 views
ChrisE
August 20, 2007
What to expect, major milestones, and design decis
Jan 16, 2007

Power Render 6 took about 2 years to port from C to C++ and I'm happy with the foundation that was created. It is a solid rendering engine and there won't be any major changes to the core code. Power Render 7 aims to be a more complete game engine with better tools and some features t…
681 views
ChrisE
August 20, 2007
A new era - DirectX 10.  Building a new computer
Jan 16, 2007

DirectX 10 and Windows Vista are coming on January 30th, 2007. My current development system consists of: Intel 2.8 Ghz P4, Nvidia Geforce 6800 GT, 1 gig of ram, GA-8PE667 Ultra mb. Right now the only cards that support DirectX 10 are the Nvidia 8800 series (GTS or GTX). These are P…
752 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
9 Followers
15 Entries
10 Followers
johnhattan
Programmer
1,277 Entries
47 Followers
ApochPiQ
Generalist
628 Entries
44 Followers
dgreen02
Generalist
338 Entries
56 Followers
Advertisement