December 1
Cd
icon1 admin | icon2 c + + , engine , design | icon4 12 1st, 2009 | icon3 No Comments »

Last's come to me to add the console to the engine, not any wypaśnej with thousands of commands and a simple console to view logs. Now, without leaving the application can check the logs from the engine. In addition, writing a console font support has come. I was wondering on selecting the appropriate moments for me. The choice fell on a total of simple bitmapped fonts and FreeType . But I chose FreeType therefore, that when I was a bit bitmap fonts depends on the texture format fonts, bitmapped fonts that is generating the various programs, their implementation was to vary. Could this "zaprząść" xml ASCI codes, together with individual letters + their coordinates but then again I have to manually edit all of which it is not cool. FreeType is not pink (eg "customowych" fonts), but in my case more appropriate. Just that simple load a ttf font and I can write it on the screen. I used to implement FreeType'a library FTGL ( http://sourceforge.net/projects/ftgl/ ). Pretty cool and easy to use API, which can draw as font textures, or even as a mesh.

Another novelty, in my engine is sound support. Here I used the OpenAL. The library is very nice (especially for opengl-men) to implement, well documented and is behind Creative'a. I wrote a small wrapper for their own needs, which supports WAV-y (OpenAL has a ready-made function to load), and OGG. Support for OGG he had already written but it was fabulously easy to do so are thousands of tutorials in the net on this topic. In addition, I was able to finally (never previously written) to implement a 3D sound, which gives a very cool effect. After the first test result, I was pleasantly surprised. Here we pay attention to small detail. How will one day implement the OpenAL 3D audio, and you will not work, make sure that the sounds are in mono, because you lose out a few hours and a pile of nerves :)

Not long I'll try to make some brief technical Demko and share.

November 5
icon1 admin | icon2 others , designs | icon4 11 5th, 2009 | icon3 No Comments »

Hi, after another large break. During this time a lot has changed. Due to the (unfortunate) studies since October I was back in white. Two months I spent in the company, "Game-Lion," I consider it very successful, by this time won "some" experience, I had to deal with two platforms (Wii and PSP) and I met a professional-deve game from the inside and worked on one of the games of that company. As mentioned earlier, however, despite my desire, and Lion's Game, I could not continue to work there because of studies as mentioned earlier (the biggest obstacle was the distance, otherwise go through the default). Most of the time that I spent working on this game: http://game-lion.com/blockcascade.html. My job was to "port" of the game on the psp and add a few featuresów. But the same experiences, work and Szczecin write another time. Currently, I returned again to the old Cyber.pl Company (the "szmaciaków).
News'em second is that I managed to pull my engine at the engineering work, thus I do not have to do some extra "stuff" in the context of that work. Well, maybe it will be an additional incentive to work on the engine :) Even so briefly about what was happening with me and do not post a long time appears to be longer and more technical treściwszy and above all I hope that the time gap will be smaller than last :)

August 1921

Since I live in Szczecin in the evening I have some time and I can once again return to the engine. As long ago there had not looked a little "poodkurzać. A good start as the engine grows namespace'yi I added some methods to const'owe swapped. Next transformed my leciwą sputtering and light (but working!) Serialization. Now, instead of a few methods I decided to overload the operator <<(serialization), and>> (deserializacja) and this is a small archive manager. How it all works? First, of course, we must create a class archiwatora (where I'll write / read data) implements the interface IArchive. Then we have the object of this archive (of course the manager will take care not to create two times the same archiver'a). Now we're ready to write it / read:

//serialize arch << someInt << someVector << someOther; //deserialize arch >> someInt >> someVector >> someOther; 

In addition, I added to the scripting engine. I decided on a very popular lua'e. Frankly same syntax the more I like it in the lua AngelScript but speaks of its speed and its popularity among gamedeveloperów. To connect lua'yz C + + library I used luabind, which very easily allows you to "zbindowanie" lua'y to C + +. Now, thanks to the whole logic of the game will lie with the script, and you can easily modify it without recompiling the code (also by third parties).
I managed to also add a class to handle keyboard and mouse. Now, in a very easy and accessible way I have to support these two devices at any location of the engine (and scripts). Plugged in or already part of the PhysX technology, ie, character Controler and mesh cooking, I have yet to editor "to attain" the physical options for the actors.
At the moment I have been fine-tuning meanedżera serialization, finitely complete hooking engine lua'y, refactoring factory classes, and class to the sound and finally I will be able to take the renderer :)

April 1927
Curves
icon1 admin | icon2 Projects | icon4 04 27th, 2009 | icon3 No Comments »

Let the post you would not lose :) Well, of course, curves, and more about animation camera which "recently" added to my editor. In the last newsie showed how the linear interpolation camera, and since then I was able to implement the animation curves. I implemented exactly the Hermite curves, very popular in many graphics programs (eg Lighwave or 3dsmax). Contrary to appearances, are not so difficult to "write". I am writing your own implementations have used a total of two links: http://www.cubic.org/docs/hermite.htm and Polish: http://www.dathox.unit1.pl/files/spider/DTX_Site/articles/interpolacje . htm second link shows a little more zooptymalizowany model, which also applies at home. Now I write for the purpose of a portable module to edit these curves (you can see the results of the next film:

April 1915
New feature
icon1 admin | icon2 Projects | icon4 04 15th, 2009 | icon3 1 Comment »

Hi, after a short break. Recently I decided to add the editor rather interesting feature namely animation camera. Quite useful for example to capture cutscenek in games or demos to the effects scenowych. Earlier in older versions of the engine, I created an animation camera in an external program such as Lightwave 3D, and then write down in a format and wczytywałem previously saved e-key and only they "played a". Now I decided to do an animation camera support in their own editor. For now I could only do a simple control "timeline", and linear interpolations key s (that is, the simplest :) .) Of course, this does not remain. Already working on a slow curve interpolation, Hermite exactly, but this is already another time. In addition, I put the movie on which you can see how it works now. Waiting for feedback.

March 1931
icon1 admin | icon2 Flex , Projects | icon4 03 31st, 2009 | icon3 No Comments »

Hello. It's been some time since the last post for several reasons: 1) do not have time to be nothing, 2) lack of time, fashion, 3) Good weather motorcycle pojeżdzenie :)

In this work we started a fairly large project that will be used to support certain events. The whole will be written in the flexi + php database connection. The project decided to use "serious" framework, rather, because my simple advice could not have (come on its part will be used). To flex are two popular frameworks based on MVC: Cairngorm and pureMVC . Both frameworks are free. We chose pureMVC because it has often been featured on various major forums, it is ported to several (teen) languages (eg C + +, Java, C #, PHP, etc.) and is not combine for everything, but has the same architecture of MVC, and for this very little "weighed". The first day he went to fight with him but already it is with any other similar remuneration przystępniejszy and easier to understand. I really like it, certainly speed up the production system and to facilitate its subsequent expansion.

In addition, the company I write a program to support workers and project management. Here the whole is written in C + +, wxWidgets library (rox!) To the GUI, and mysqlpp to connect to mySQL database, which also use the program. The program will help to log what you did, how much time is spent and on what, thanks to us will be easier in a future oceniach temporary work, and we will have a better representation of time which we spent a given task. Not long into this space the screen from the main screen of the program.

Even propo wxWidgets reminded me of one important thing. If someone bothers need to download sources and compile them (after compiling the directory takes about 1GB!) And wondered why it has not finished libek I have a solution for him: wxPack. It is a "package" ready for Visual'a libek and mingw, additionally contains optional controls and best free designer this is bibloteki wxFormBuilder. Obviously, everything in the stable versions najowszych duzoooo and occupying less space and time than manually compiling it.

March 1917
Engine 2 cont'd
icon1 admin | icon2 Projects | icon4 03 17th, 2009 | icon3 3 Comments »

Now that I have support for shaders would be a sin not to use them to post processing. But for this I missed one more thing: fast rendering to texture. I did this earlier but using free methods such as glCopyPixels. Fortunately, OpenGL has introduced something much faster, namely: Frame Buffer Object. This extension gives us the opportunity to 'off screen' 'rendering of this scene to the texture but not only. It is also possible to record whether the depth buffer stencil'a. I was able to implement this to my renderer, and by the way I wrote the tests, the three simple effects post processing'owe: bloom, grayscale and Sephia. Below screenshots showing this effect (in the lower left corner of the scene is rendered using the square to a small FBO in which these effects can be seen in the background scene rendered "normal")

March 1915
Some demoscene ...
icon1 admin | icon2 demoscene , design | icon4 03 15th, 2009 | icon3 1 Comment »

Hello. Recently the Polish demoscene portal (www.scene.pl ) Slaves came out with an interesting initiative to organize compo called "Code SCENE.PL Compo # 1". The purpose of this contest was to write a graphic effect related to a greater or lesser extent with the old scenowym effect, namely chessboard. As long scenowego nothing I did and I hunger for creativity, I decided something skrobnąć. And so, after working a few minutes after the scratch slowly until it formed a small production. Interestingly, the compo took off work until 7 (the current one is exactly the problem and its firing), which is a big success as the compo Move away during this difficult period of Polish demoscene. Perhaps this result is due to the main prize sponsored by the organizer, and not just that: a bottle of wedding wedding bimberku Slaves'a - born in 2008. I think that this award was to participate in the "doping" to work :) . Here I leave a link to the contest, which currently takes the vote, a link to my work and some illustrative screenshots.

Link to competition and other work: www.scene.pl

Link to my work: http://www.scene.pl/compo/4% 20 -% 20scene_fx_compo_bojkar.zip

Link to video: http://www.youtube.com/watch?v=N0f4XsKFRfE&feature=channel_page

Screenshots:

March 1912
Shader Editor
icon1 admin | icon2 others , designs | icon4 03 12th, 2009 | icon3 2 Comments »

Since the last shader plugged into the engine, I decided to find a convenient tool to create them. I decided to test several programs: Typhoon ShaderDesigner 1.5.9.4, Nvidia FX Composer 2.5 and AMD RenderMonkey 1.82. The main features that I wanted to have such a program are: support for GLSL, of course, speed, simple but having a lot of possibilities (changing the mesh, adding variables, material management, etc.), prompting syntax.

So let's start the first program that is Typhoon ShaderDesigner version 1.5.9.4. It was my first program for creating shaders of which have met with. With all three, the program boasts the lightest installer, which "weighs" only 10mb. Unfortunately, this involves some disadvantages but for the moment. The program fires up as soon after the start appears to us at first glance a simple and intuitive GUI. Unfortunately, as is going into it is found that the addition of uniforms, whether the texture is no longer such an intuitive and even quite 'wild'. All windows are docked, of course, but a change in their organizations is extremely coarse, and this after the change and re-activating the program, arrangement is referred to as the standard. Actual writing of code and modifikacja materials is very cool. Prompting editor has syntax that works to put it mildly weird, live your life, sometimes works and sometimes not. As the meshes we have a few ready-made objects, and we can add your own but, unfortunately, in their own format (*. gsd) for a total dyskwalfikuje this option. A major drawback of this application is that it is no longer just developed. To sum up: straight, coarse, to write quickly on something simple but more interesting imho not very fun.

Another application I tested was a Nvidia FX Composer. This is the heaviest application of all three (weight instalki 230mb), which also shows the speed of launching applications. On my already slightly leciwym fire equipment can be a good few seconds which is not cool. As they wait longer for a few seconds appears to us the whole application, you can easily see that we are dealing with something more serious than ShaderDesigner GUI is quite strong and powerful at the same time as intuitive. You also have the dock windows but their configuration is much easier and more accurate, no problem We put the system to suit your needs. At first glance the extension list assetów (lights, meshes, textures, etc), advanced materials and textures editors. Let's go to the most important thing is the code editor. Syntax coloring and numbering of lines of code is almost identical to what we have in Visual Studio, which is nice and clear. Prompting editor has syntax and, unlike ShaderDesignera works very well. However, despite the many advantages of the program is a big minus that it dyskwalfikuję in my case: the lack of standard support GLSL. Therefore, I decided to try another program:

AMD RenderMonkey. I must admit that fimi Nvidia more than ATI's site and having not a good experience with ATI graphics cards, and behind which is also not very fond of, I thought that their soft is a lot worse than the FX Composer. But appearances can be confused and so was the case. Weight instalki is in the middle of the rest of the programs - 99MB, which is to "swallow". The downside is that you must have an account (free) for AMD to be able to download the program (in addition do not know why but I ściągało their servers on average, only 30kb / s). The program fires up as quickly as ShaderDesigner. Graphical user interface GUI reminds me of the Visual Studio 6.0, which is predictable but useful. Here we also have dockable windows, which we have any possibility to change the location and size of the gui. At first glance, we have little option but fortunately it's only an illusion. The simple and intuitive way, we can add textures, models (here we can add any mesh in popular formats, such as: 3ds, obj), variables, etc. Unfortunately some may complain to the code editor. The first thing is syntax. Key words are nicely colored, just like in Visual Studio to color the sea, but not that solid such as gl_Position colored in pink is a little too far ... the worst I could not find the option to change the color color, and we must live with the pink color . Prompting syntax is unfortunately not the best. General prompting I could not run, while prompting stores sites does have some missing me some numbering of lines of code, and also I could not find the options to include these.

In conclusion I chose RenderMonkey. First, good GLSL support, works fairly quickly (as opposed to FX Composer), is simple and yet has a much needed option. Has a well developed adding textures and changing. This program made the biggest impression on me and I will be using it.

PS I urge all coders to participate in the Code SCENE.PL Compo. I also try to take part and I'm sure the praise of his production. Details: http://www.scene.pl/

March 1
Engine Continued
icon1 admin | icon2 Projects | icon4 03 1st, 2009 | icon3 4 Comments »

Yesterday I managed to hook up shaders. I will be writing to their use of language GLSL, GLSL linking obługi-and it turned out fabulously simple. Now you can finally add some interesting effects to the renderer. Here's an example screen with an example shader.

Yesterday I got from a friend cool musical about Java:

"Saying that Java is good, because I work on all systems is like saying that anal sex is good, because it operates in both sexes."

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