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Year End Activities

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With the end of the year quickly approaching, it looks like a special project that myself and several others will be (hopefully!) completed before 2009. Its a community project that will be available to everyone, so I can't wait to see how it is received... You will most certainly hear about it when it is released, but you can check back here from time to time and I'll be sure to post about it.

Next Challenges
I have been working on several different different shadowing mapping techniques over the past few weeks. It is surprising how many different papers have been written on the subject, but it also shows that there isn't an optimum solution yet. I have a few ideas of how to extend some of the more prominent techniques, which I will hopefully be able to work on in the coming year.

Hieroglyph 3
I have been planning on switching work back to my new engine, and it is finally time to do so. Hieroglyph 2 is D3D9 based, and there are several benefit to using D3D10 that I want to start using so the choice is fairly simple. I originally designed Hieroglyph 3 to be a more plugin based engine, and I fully plan to support D3D9 and D3D10, and once the API is officially released I will be adding a D3D11 renderer as well.

Each of the renderers will have the same material/render view system that I have described in the past, but will offer the various features of each API for implementation of different effects. It will be a lot of work, but I am ready to make the transition...

More details will follow on activities as they materialize!
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Hey, sounds like you're building up quite a code-base there! [smile]

Do you have any projects in mind for these engines? Or are they mainly for educational purposes?

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Hey Lachlan, its been a while!

These engines used to be only for educational purposes, and an occasional game demo. However, I have begun finding ways to utilize my rendering system for more useful things like technical explanations and educational type of systems. I'd like to continue to expand the application potential of the engine, eventually getting to something like interactive advertising. We'll see how it all works out...

And yeah, with everything included it is going to be a pretty big pile of code. Fortunately it's only me managing the code, which makes it a little easier to follow my own conventions.

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Hey Jason,

Yeah it has been a while. [smile]

I've been out of gamedev for a while, but I've still been a regular lurker. I am keen to get back into it, just been very busy these days. Might try and get a start over the Christmas period.

Anyway, keep up the good work and all the best for the holiday period!

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