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So, welcome to this journal.
My idea is to blog progress about the new incarnation of my own 3d engine.
I'm developing 3d engines since 2000 or so, not for living, not for hobby.
Well, it all started as an hobby project, but in the last 10 years I managed to "employ" my own engine in at least one or two real (read: paid) applications every year, so it's not a real hobbistic engine, but not even a rock-solid-state-of-the-art piece of code.

Back in 2000, it wasn't even a real engine...how could I define it...well....just a mess.
It's not easy to develop an engine, even if you do program as a job. Engines are complicated things, and experience is the only way you have to improve your design and you code skills.

So I'm (still) doing this for learning, and just for the plain fun of doing. Yes, I'm the one who write an engine, fill it with features, ship it for an applications or two and then, discard everything and restart from zero just because I don't like (anymore) the way the engine is organized, or the way it works.

The last engine was named GOS2013, even if I started coding it in late 2012. It should have been the final engine... obviously I'm now working on GOS2014, and just patching GOS2013 whenever someone reports a bug.
GOS 2013 was the first one with multithreading and cross platform support. I made some mistakes with it, and now I'm willing to take only what went good and restarting from there.

So, in the next days I will start reporting something about the way I'm structuring the new engine, and we'll see what GOS2014 will become.

Just before leaving, here are 2 screenshots of GOS2013 in action (model editor, and scene editor).


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No, every buildings, every tree is a separated model that someone create with blender/may/max/whatever.

Then you'll have to import that model into the ModelEditor (ATMit can import from ms3d, obj, x) and save it as a gosmodel.

Finally, you have to use the SceneEditor to add any gosmodel to the scene.

If you look at the 2nd screenshot, you can see the right window has a list of models already imported in the scene (organized in user created categories). Click on any model and drag it to the scene; you can place any amount of trees/building/whatever in the scene.


Visibility for the scene is computed by using a quadtree and additional optional occluders that you can place anywhere you want using the SceneEditor.

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