Hi, after a short break. Recently I decided to add the word pretty 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 it "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.
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 the screens showing the 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")
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 editor code. 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/
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."
Demoscene ... probably not something everyone has heard something about it or had the opportunity to take an active part in this "project", I fortunately belongs to this second group. Demoscene been interested in since time immemorial, but unfortunately my achievements scene modes is miserable. This was due to the fact that if there was a lot of people who wanted (graphic designers, musicians, etc) that I was too small to have any skills or Demko intro but when I increased the skills of these people are already not there. The good side of all this is that at that time Polish scene is still alive with full breast (well 3 / 4 breast cancer), arose a lot of mages (Pudding, The Beast, etc), demos, INTEREK channel ircowy # polishcene was cornered by a substantial the number of people and not bots as it is now, and even had the radio Move away (scene fm) conducted by the Urals, even I have somewhere else on the hdd rip programs (if you're interested, please contact us.) Still, I managed to catch up on snailowanie, until today I have a box in a closet with snailami, poklejonymi envelopes and covers. This time I recall a very nice, especially as they have since started a strong interest in graphics programming. I remember this day as I entered the # polishscene and talked to the encoder, a certain nether (unfortunately no longer contact with a colleague I do not have, and as such does not read 99.999%), which later struggled more or less stupid questions about the OpenGL-u. Until a tear in his eye turns ...
During my "scenowania" from what I remember I managed to release two prodki: 16a demo (this was such a compo), and a music disk. For this I managed to keep only demo16s (screenshots and download below), a music disk, unfortunately, disappeared somewhere (if I can find here for sure throw). It is worth noting that this music was my first disk manufacturing Move away, and yet written in Delphi!
,Link to download Demka: here
Hello everyone. Perhaps some of you think that I will not make more records because of the break in posts, but unfortunately it was caused by work, school, session, laziness and a few other things. Since that night I also had to deal with my second hobby is motorcycle. Just waiting for my replacement tires and wait for spring, now I can not wait.
By the time where I did not write, I worked a while on the editor, I added a simple but nice effect which is to flare and I added a few improvements. In addition, Paul did my scene, which created a kind of techdemo engine. Here at the screenshot you can zobaczycz is a "sneak peak" maps, and editor. In addition to the portolio in developing web-section I've added two new items.
Today at work I found a very interesting link with an even more interesting title: "Microsoft Excel: Revolutionary 3D Game Engine?". I think the title speaks for itself, a link to the page: http://www.gamasutra.com/view/feature/3563/microsoft_excel_revolutionary_3d_.php?page=1
Unfortunately, very little time I devote to "sewing tech" to the engine, and what will be as spring arrives and I can finally SV-ke deduced from the garage? Nothing could she understand how I came to it later
I managed to prosper write basic things such as serialization, TTI (I have to refine it) and last properties'ow. C + + is a good language, but a little old and (not) unfortunately does not have built these mechanisms (well, as such, no RTTI). Now write down the entire map of some lines and not as previously when the map to write down their text format, and it was a little more than a few lines ![]()
void bmap:: Save (string path)
(bArchive arch;
arch.CreateArchive (path, bArchive: M_WRITE);
Write <bActor> (& arch, m_actors);
arch.CloseArchive ();
)
A complementary property grid in the editor looks like this (of course I have previously zarejestować variables):
void bMainWindow: UpdatePropertyGrid ()
(
bActor * selectedActor = m_opengl-> m_map.GetSelectedActor () if (selectedActor! = NULL)
(
PropertiesMap properties = selectedActor-> m_properties.GetProperties ();PropertiesMap:: iterator it;
for (it = properties.begin (); it! properties.end = (); it + +)
(
string name = (* it). first;
string value = (* it). second-> GetValue ();
m_propertyGridManager1-> SetPropertyValue (name, value);
))
)
As you can see now it looks much more elegant, and most importantly a lot of extra things I can do much faster.
PS Something wrong wordpress reformats the code .. Fortunately, not long be able to ™ ™ strive to present the code in the form of attaining much better adhesion, but this in the next post.
Hello again. As any self-respecting developer of graphics creation, and I own "engine" for games. This is my main project and the only way. Currently, it's probably 4 or 5 version. The engine is written in C + +, I use OpenGL for rendering (of course, is the ability to seamlessly extend the DirectX renderer), as an excellent physics engine PhysX, OpenAL for sound editors and GUI creation in wxWidgets. As a "foretaste" throw you a screen with the editor. In the subsequent bio-bibliographical note I will try something else to write about it.






