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 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.

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 managed 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 is a scene rendering using FBO to a small square, where these effects can be seen in the background scene rendered "normal")

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."

February 1927
Take a break ...
icon1 admin | icon2 Projects | icon4 02 27th, 2009 | icon3 5 Comments »

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

February 7
Sewing tech ...
icon1 admin | icon2 Projects | icon4 02 7th, 2009 | icon3 No Comments »

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.

February 2
The project first
icon1 admin | icon2 Projects | icon4 02 2nd, 2009 | icon3 No Comments »

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.

Editor