The Pepper Watches You!

Posts Tagged ‘engine’

Status Update… or what happens when you start pulling the thread

Ok, I know, I said I would implement sound, and I swear I started, but I can explain what happened and why I’m still without sound. For each kind of data (i.e textures, materials, loaders, etc) I had a manager. Each manager was a singleton, and after coding the Sound manager I said “Dude! I [...]

Status update

Two status update on the same day? GOSH I’m crazy! The world is ending! Penitenciagite! :P I’ve just followed shash’s advice and implemented frame interpolation. Obviously it didn’t work the first time I tried, but the second. As always I’ve recorded the progress so you can enjoy and laugh. Implementing frame interpolation was really easy [...]

Status Update

As I said on my last post, I was pursuing animation, and guess what: I have it! Even when I haven’t implemented frames interpolation yet the animations look funny. So let’s start with the usual postmortem of what went wrong. First I started parsing the md5 anim files, and guess what I don’t like it [...]

Status Update

Well, well, well…. this time I have screenshots! Since my last post with screenshots I have discovered many things, the first and most important is that seems that our beloved John Carmack thinks (or thought) that OpenGL was great but that its default behaviors didn’t fit his mental map. I was following David Henry’s tutorial [...]

Status Update

Ok, I don’t have screenshots this time :) I’ve removed another dependency, this time the affortunate class that was removed from my software wash fboClass. Shadower, the first incarnation (and lucky for all of us now is dead, buried, burnt and… everything) of this engine used several external classes (that is not coded by myself), [...]

The simpler the better

You know, graphics is amazing, graphics are interesting, challenging, funny and rewarding. I love reading siggraph papers as much as any other out there, but there’s a thing that I love the most: designing and coding those little helper systems that make your life easier. Today, for first time in my blog, I will start [...]

A rant!

Ok, what the hell were id software’s designers thinking about when they plotted the material files? I was happy this morning, you know, with my models loading and that things, and i’ve said “hey, wired models are cool, but properly textured models are cooler!” So this noon i’ve started to look to how materials are [...]

Status Update

Yesterday was a happy day :) As I stated in my previous post, I hadn’t tested any of all the code i had written, so yesterday (and the day before yesterday, and in fact the whole weekend) I was commited to test the loader and the shiny new math library. Obviously it had bugs, several [...]

Status update

Well, interesting times…. I’ve just removed a dependency :) GLM Math library is an excellent templated library, honest, use it if you want power and a nice syntax. Unlucky for me, I was using an old version (from 2007 IIRC) and it had several bugs. I decided to update the library to its last version, [...]

Things to do: The Master Plan

This are the things i have to do to be happy again. Currently the engine still has a strong component system (which affects to its speed) and supports PCF and SSAO with a forward rendering. The idea here is convert it to a deferred renderer, and these are the steps Logging System Ogl Loader Md5 [...]