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WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)

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davdud101:
Ahhh cooldude, this has been one of the coolest dev processes to watch, ever. To see that you're still working hard on it is just inspiring!

cooldude234:
Yea keeping at it is one of the hardest things to do; just as hard if not harder than actually doing said thing (especially when switching jobs and shifts while managing everything else in life and still having enough time to sleep ;P).

P.S. Most of the work I did on this project for that past half a year has been engine structure, look forward to it in the next post.

cooldude234:
The engine is divided up into sections which are designed to enable you to do specific things, or to handle specific things for you (so you don't have to go through my pain right now :P).
These include:
   Audio
      -loading and saving
      -low latency audio playback (with control over sample rates and buffer sizes)
      -Audio manager (which manages long sections of audio to continuously feed
       the buffer till that audio is finished)
   Rendering
      -Primitives
      -models (loading and saving, the latter will be implemented later)
      -Shading
         -lighting
      -specific drawing algorithms
         -tessellation
         -generation functions (eg. random point on triangle function)
         -etc
   Scripts
      -Variable handling (<- realtime creation and destruction, array support will
       come later)
      -Control handling (loops and functions/sub scripts)
      -Wrapping
   General functions
      -Math stuff
      -other simple functions (such as conversions between variable types like string to int and more!)

The scripts will be able to wrap a bunch of functions in the engine to give support for a wider range of functionality; as well the scripts will be able to wrap a lot of C functions directly so that way the user (the one scripting the engine) can access to a lot of functions post compilation and in realtime (in other words the engine reads the scripts version of that function in realtime and calls the compiled version of said function).

You can get a sense for scripting by comparing it to a car.
When you drive a car you are only physically moving the steering wheel and pedals. You don't directly move the pistons and wheels but yet you still have control over where and how fast the car goes. Scripting is like the steering wheel and pedals, much easier to move and steer your car; but you may not have full control over how efficient your engine runs or the max speed of at which it can be. Programing and compiling code is much like the engine and the rest of the car.

The following images illustrate the architecture (more so in this state -> the basic structure) of each section (excluding rendering because at the moment there isn't too much going on there other than some generic opengl calls and some functions I have made, I will be making an rendering manager thingy at some point).

cooldude234:
took a break from memory management stuff to try and fix the normals.
I am 99 percent sure my obj loader needs to be fixed and for sure optimized so I might just go ahead and implement the parser for the anim8or files.
But during that I worked out multiple lights and added attenuation to them.
So yea any excuse for a screenshot :P

cooldude234:
Having some fun with glsl making a cheap volumetric fog.
*sigh* I should get back to the real work now.

Edit: that last one I was just srewing around with values and got that :P

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