Reminder: BLOGS!
Just a friendly reminder, that although nothing new has been posted for some time (due to the lack of relevance for the overall project), our activity can still be monitored on our blogs:
Also, remember we are on Facebook and Twitter so keep an eye out there (also on the various widgets on the site and blogs).
Thank you!
Light Branch Features
Short update:
As development on the light branch is nearing conclusion and the merge with the main trunk is getting closer, some things changed from the original ToDo on to the final version of the branch:
- Radiosity is postponed for a later date
- Deferred renderer is still buggy but interchangeable with the forward renderer with a simple recompile
- OpenCL support is postponed for a later date
- Multi-threaded asset loading code is added but untested for now
Features that made it in:
- Light model revamped completely
- Shadow model changed to match those found in SDK's such as Unity or UDK
- Hardware occlusion queries for visibility checks
- OpenGL3+ support only
- Cleaned up a lot of code and classes
New Development Branch
Development on the main trunk has been paused because all of the rendering updates that we posted
earlier about, are being implemented >>here<<
As soon as we reach a stable codebase with up-to-date rendering techniques, the branch will be
merged in the main trunk.
Short term plans posted!
A short term "ToDo" list that highlights the next changes that will be committed to the code base
was posted >>here<<
Temporary project standstill
I apologize for the lack of updates lately, but due to some personal issues (house reconstruction) my development PC's are packed in boxes until ~10 September. Development should continue normally after that.
-Ionut
Animation support is finally in!
Another short, demonstrating the use of Scott Lee's Assimp Animation Loader class (http://nolimitsdesigns.com/game-design/assimp-animation-lib/) in a right-handed system.
Main differences from original code:
-Runs great with OpenGL (original code was for D3D only)
-Able to render each mesh's skeleton
-Each mesh from the Assimp scene get's it's own animator and bones instead of concatenating all the geometry in one single object (i.e. Bob's sword is a separate mesh. So is his head :P; great for Frustum Culling of large objects with a lot of meshes)
-Code remains API independent as all matrices are properly transformed for each rendering API (Direct3D/OpenGL).
-BoundingBoxes are only recalculated once per animation frame and then cached
-The skeleton is calculated once per frame then cached
This update also added support for glVertexAttribPointer based VBO's and Index Buffer Object based rendering.
More info on my blog.
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