🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
![vortxGE 2.0 progress](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
Today's updates :
Started the day with 2 things I wanted fixed..
1. Particles were spawning inside each other and as you may know this is bad when using physics :-) All fixed !! I build a spawn position list at creation time, works nicely. You can see the issue in my previous post (video).
2. Nokia Qt…
Started the day with 2 things I wanted fixed..
1. Particles were spawning inside each other and as you may know this is bad when using physics :-) All fixed !! I build a spawn position list at creation time, works nicely. You can see the issue in my previous post (video).
2. Nokia Qt…
![vortxGE 2.0 particles](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
Back and already done some fun stuff.. I'm rewriting my shaders for version 330 so forgive the lighting !!
Added a new particle system that supports bullet physics or animation per particle. Material is shared so animation will effect every object. No billboards yet, I may make another scene node fo…
Added a new particle system that supports bullet physics or animation per particle. Material is shared so animation will effect every object. No billboards yet, I may make another scene node fo…
![vortxGE 2.0 : Design](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
I'm taking 2 weeks off coding to read more books and figure out what my first tech demo should look like. Pure tech or Location design, its funny but I'm finding this to be the hardest part, as in the idea! I think its a very important stage in the process and don't want to plunge right into it. T…
![vortxGE 2.0 Material Animation](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
Now I have material animation working, but as you may know there is the issue of shadow casting when animating the Alpha Chanel.. I've opted for a User setting that lets them turn ON/OFF Depth buffer writes.. I'm wondering if that is the best option, I just cant think of any simple way to adjust sh…
![vortxGE 2.0 progress : Bloom3.1 :-)](https://uploads.gamedev.net/blogs/monthly_02_2012/blogentry-174188-0-51326500-1329490768.png)
Thanks to Dancin_Fool for his comments.. I now have more pics of the Bloom. what a difference !!
So happy :-)
The following images show the new bloom_factor adjustment in action.
Oh and the wall (logo) is using a shadeless texture shader and should look that way.
TOP: bloom_factor=1.0 BOTTOM: bloom_fac…
So happy :-)
The following images show the new bloom_factor adjustment in action.
Oh and the wall (logo) is using a shadeless texture shader and should look that way.
TOP: bloom_factor=1.0 BOTTOM: bloom_fac…
![vortxGE 2.0 progress : Bloom3](https://uploads.gamedev.net/blogs/monthly_02_2012/blogentry-174188-0-24500000-1329448019.png)
Well I think I'm done with bloom for now, I still have some issues with pixels showing in the Bloom but I'm not sure if increasing the 5x5 Gaussian blur will help that much, any idea's anyone? Now its time to change this dam logo, thanks by the way for all the comments that it looks like a Swastika…
![vortxGE 2.0 progress : Bloom2](https://uploads.gamedev.net/blogs/monthly_02_2012/blogentry-174188-0-76485000-1329392759.png)
After looking throught my pipeline I noticed I was passing the wrong textures down the Bloom stack, no wonder it looked so bad :-) Things are back on track and looking a lot better already. I've also added a Gaussian Blur to each progressive level of Bloom. Here's some more pics:
Both pics show the …
Both pics show the …
![vortxGE 2.0 progress : Bloom](https://uploads.gamedev.net/blogs/monthly_02_2012/blogentry-174188-0-89631000-1329320126.png)
Well this isn't quite right yet but here's the first attempt at Bloom.. No blur filter in shader yet, just liner scale by stretched textures and it looks shit :-) I'm hoping Gaussian blur will fix some slight flicker on very small highlights.
Read more in Journal of Lee Stripp
Read more in Journal of Lee Stripp
![vortxGE 2.0 Simple LOD](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
New LOD objects done, my first implementation was a basic Batch list, which was just easy because I already had support for a batch list in my lsMesh class..
The new system now uses a new class called lsObjectLOD that holds a list of lsObjects, this allows for way more flexibility, each object can b…
The new system now uses a new class called lsObjectLOD that holds a list of lsObjects, this allows for way more flexibility, each object can b…
![vortxGE 2.0 : Lighting](https://uploads.gamedev.net/blogs/monthly_02_2012/blogentry-174188-0-14062300-1329110971.png)
Lighting updates include all colour setting sent to shaders now. and I now render a so called Luminance pass but this is done at the same time as the colour pass. I basiclly send any bright areas to the second buffer then add it over the top at comp time.
Here's an example of the scene with a light …
Here's an example of the scene with a light …
![vortxGE 2.0 progress](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
[size="5"]vortX GE 2.0
[size="4"]by Lee Stripp
[size="4"]2011-2012
TODO
lsActor
Load animation file .vxa
Skeleton
Load bone file .vso (vortx skeleton object)
Load animation file .vxa
lsObject_LOD
Holds a list of lsMesh_ptr objects.
Use lsMesh_ptr render range to switch current mesh.
LsMesh_ptr
Hold…
[size="4"]by Lee Stripp
[size="4"]2011-2012
TODO
lsActor
Load animation file .vxa
Skeleton
Load bone file .vso (vortx skeleton object)
Load animation file .vxa
lsObject_LOD
Holds a list of lsMesh_ptr objects.
Use lsMesh_ptr render range to switch current mesh.
LsMesh_ptr
Hold…
![Skeleton structure : Blender export script](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
Getting easier working with blender, but sadly I'm done for now.
Here is the export script for skeleton structure. Tested in Blender 2.61
Here is the export script for skeleton structure. Tested in Blender 2.61
# -*- coding: utf-8 -*-
#
# vortX GE export skeleton
#
import os
from math import radians
import bpy
from mathutils import *
# my OP ###
class ExportVSO(bpy.types.Operator)…
![vortxGE 2.0 progress : Blender animaion export](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
After bashing my head against a wall for a day, I think I have the basic export working. Only one thing that I'm not sure on, the RNA array_index? I'm using it as the x,y,z reference in my own properties and I'm hoping this is right LOL. Here's the code.
EDIT: code update to include skeleton support…
EDIT: code update to include skeleton support…
![vortxGE 2.0 progress](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
Basic animation system all done and working nicely. Now on to skeleton animation. hmmm
Some example code from my test app showing a basic setup of keys etc...
Some example code from my test app showing a basic setup of keys etc...
// ********************
// Testing
lsAnimationManager *am;
lsActor *actor = new lsActor( demo_scene );
actor->Init();
actor->setN…
![vortxEDIT : progress](https://uploads.gamedev.net/blogs/monthly_01_2012/blogentry-174188-0-34989900-1327617915.png)
Properties
I wanted an easy to lookup property system for the Editor but quickly realised this would have to be intergrated into the game engine, something I was trying to avoid. Trying not to bloat the engine is one of the hardest things I face each day. So I've come up with a system that can be tu…
I wanted an easy to lookup property system for the Editor but quickly realised this would have to be intergrated into the game engine, something I was trying to avoid. Trying not to bloat the engine is one of the hardest things I face each day. So I've come up with a system that can be tu…
![vortxEDIT : progress - vortxGE's Level editor](https://uploads.gamedev.net/blogs/monthly_01_2012/blogentry-174188-0-69423600-1327460811.png)
Well finally got started on the Editor.
Still need to add menus and tool bar.
Image from Left to Right, Top to Bottom : vortxGE hierarchy, game view, properties editor, asset viewer, asset list.
Forgive the poor renders.. 8bit textures in a float FBO and bad tone mapping :-)
Read more in Journal of Lee Stripp
Still need to add menus and tool bar.
Image from Left to Right, Top to Bottom : vortxGE hierarchy, game view, properties editor, asset viewer, asset list.
Forgive the poor renders.. 8bit textures in a float FBO and bad tone mapping :-)
Read more in Journal of Lee Stripp
![vortxGE 2.0 progress](https://uploads.gamedev.net/profile/photo-thumb-174188.jpg)
Okay, fixed texture issue, not my engine :-) And added openEXR support. Now its time to build the Level/Scene editor before I add any new features to the engine.
Been reading lots of interesting ideas for handling shadow maps in a game engine, because this engine has only one coder at this time I'm …
Been reading lots of interesting ideas for handling shadow maps in a game engine, because this engine has only one coder at this time I'm …
![vortxGE 2.0 progress : Float Buffers](https://uploads.gamedev.net/blogs/monthly_01_2012/blogentry-174188-0-94275100-1327163172.png)
Added the 16bit float render pipeline over the last 2 days, then today I added the HDR loader. I was almost about to give up when I got these render results below. But after hours of debugging I found it wasn't my code. Grrrrrr... Bloody Blender was outputing BAD images.. Now I need a good image ed…
![vortxGE 2.0 progress : Lighting](https://uploads.gamedev.net/blogs/monthly_01_2012/blogentry-174188-0-27948700-1326828352.png)
Just getting the lighting system working, shadow maps next and I'm almost back to the old 1.0 functionallity.
Objects can have any amout of lights added, but I only pass the first 3 to a shader right now. Not sure if this will change.
Scene loader is back with only one missing feature, LOD loading.
Read more in Journal of Lee Stripp
Objects can have any amout of lights added, but I only pass the first 3 to a shader right now. Not sure if this will change.
Scene loader is back with only one missing feature, LOD loading.
Read more in Journal of Lee Stripp
![vortxGE 2.0 Compositing](https://uploads.gamedev.net/blogs/monthly_01_2012/blogentry-174188-0-66956700-1326743923.png)
Just finished the new composite system. Users can now set any res for render passes and the comp will correctly render the output at the right ratio etc...
Image shows a 3D pass set to 1024x576 and Occlusion pass set to 512x512. Then I scaled the window.
Read more in Journal of Lee Stripp
Image shows a 3D pass set to 1024x576 and Occlusion pass set to 512x512. Then I scaled the window.
Read more in Journal of Lee Stripp
![vortxGE 2.0 progress](https://uploads.gamedev.net/blogs/monthly_01_2012/blogentry-174188-0-79638900-1326654328.png)
All object culling back and working correctly, some great improvements to Occlusion and much cleaner access to Frustum. Can use any Scene node as a camera as well, great for debuging. My Move/Optimize/Draw pipeline has been greatly improved and better support for camera switching per render pass.
sc…
sc…
![vortxGE 2.0 progress](https://uploads.gamedev.net/blogs/monthly_01_2012/blogentry-174188-0-13241800-1326212183.png)
I now have a new Mesh loading system, removed tones of code that was ment for multi-format loading and moved it all into a simple converter app, this new command line app also cleans up normals and add's tangent vectors before outputing my new mesh file format. Having a single mesh format for the e…
Advertisement
Popular Blogs
Advertisement