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Journal of Lee Stripp

Profile
Hervey Bay, Australia
Game engine design using C++, My Projects etc.
105 comments
1 followers
88 entries
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mixmaster
March 04, 2012
vortxGE 2.0 progress
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…
1,139 views
mixmaster
February 29, 2012
vortxGE 2.0 particles
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…
1,484 views
mixmaster
February 22, 2012
vortxGE 2.0 : Design
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…
1,041 views
mixmaster
February 19, 2012
vortxGE 2.0 Material Animation
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…
1,132 views
mixmaster
February 18, 2012
vortxGE 2.0 progress : Glow
Added a new material setting for glowing objects, this works in with the Bloom Pass to add extra over-glow, otherwise its just a normal material multiplier.

glow = 1.0 for normal use, Images show glow = 2.5

895 views
mixmaster
February 17, 2012
vortxGE 2.0 progress : Bloom3.1 :-)
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…
994 views
mixmaster
February 17, 2012
vortxGE 2.0 progress : Bloom3
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…
905 views
mixmaster
February 16, 2012
vortxGE 2.0 progress : Bloom2
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 …
769 views
mixmaster
February 15, 2012
vortxGE 2.0 progress : Bloom
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
931 views
mixmaster
February 15, 2012
vortxGE 2.0 Simple LOD
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…
879 views
mixmaster
February 13, 2012
vortxGE 2.0 progress
Blender export scripts now working much better, added lighting materials.

Image shows the scene exported from Blender 2.61 to vortxGE 2.0



Materials for batches are now sent to shaders too. Here's the struct.



struct material {
vec4 diff…
1,130 views
mixmaster
February 13, 2012
vortxGE 2.0 : Lighting
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 …
1,132 views
mixmaster
February 11, 2012
vortxGE 2.0 : Self shadow
Starting to look a little better, I now give full access to settings for shadows to the User. via ShadowMap size and pixel sample x,y values.




EDIT :

And here's another update. Shadow is now a little softer and I added more settings fo…
810 views
mixmaster
February 10, 2012
vortxGE 2.0 : Self shadow
Time to start looking at self shadow and ways to cleanup the look as much as possible. Here's where I'm at so far. Shitty :-)



If someone could point me in the right direction that would be great. Like a great book or online reference…
1,068 views
mixmaster
February 08, 2012
vortxGE 2.0 progress
[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…
811 views
mixmaster
February 01, 2012
Skeleton structure : Blender export script
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


# -*- 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)…
1,893 views
mixmaster
February 01, 2012
vortxGE 2.0 progress : Blender animaion export
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…
1,051 views
mixmaster
January 31, 2012
vortxGE 2.0 progress
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...

// ********************
// Testing

lsAnimationManager *am;
lsActor *actor = new lsActor( demo_scene );
actor->Init();
actor->setN…
620 views
mixmaster
January 26, 2012
vortxEDIT : progress
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…
1,059 views
mixmaster
January 25, 2012
vortxEDIT : progress - vortxGE's Level editor
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
1,037 views
mixmaster
January 22, 2012
vortxGE 2.0 progress
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 …
852 views
mixmaster
January 21, 2012
vortxGE 2.0 progress : Float Buffers
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…
953 views
mixmaster
January 19, 2012
vortxGE 2.0 progress : Shadow Maps
WOW ! Even the second time around I still managed to stuff up my shadow map setup LOL, well its all working now and this next screen shot is a test of a very lowres shadow map, I know its simple, but you get the idea.

1,059 views
mixmaster
January 17, 2012
vortxGE 2.0 progress : Lighting
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
806 views
mixmaster
January 16, 2012
vortxGE 2.0 Compositing
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
915 views
mixmaster
January 15, 2012
vortxGE 2.0 progress
Physics and Memory allocation tests.. 480 cubes spawned by an object emitter. Seems to be running fine.

Machine used : Q6600 Intel, 4GB ram and a GeForce GT 520

684 views
mixmaster
January 15, 2012
vortxGE 2.0 progress
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…
731 views
mixmaster
January 13, 2012
vortxGE 2.0 progress




Top image shows the Object Emitter working away.
Bottom image has the Basic First Person rig running.
664 views
mixmaster
January 12, 2012
vortxGE 2.0 progress
bullet physics reintergration is going well, image shows an invisible ground plane and the Cube is a bullet controlled object. Falls from 10.0 units up the Y axis.



Added back object culling, and rewrote bullet Convex Hull and TriMesh…
682 views
mixmaster
January 10, 2012
vortxGE 2.0 progress
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…
788 views
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