dinsdag 25 december 2007
wxwidgets
i've been busy with programming the gui, and found a wxpropertygrid for it, a really nice addition where one can create easily property grid and it looks really stunning
donderdag 13 december 2007
some thoughts...
i've been thinking of the editor lately, nowadays it is unacceptable to create geometry, only with primitives. I'm busy with implementing patches but they are more a novelty(and also limited)..so there has to be a better way to create stunning geometry.
So i came up with the following, the editor is mainly used to place lights, doors, triggers, in short actors that inhabit the world. For visibility determination there will still be brushes placed to 'sculpt' the rough geometry, all these brushes with the same flag( WORLD_BRUSH) will be csg'ed
and the polygons of these brushes will be used for creating sectors(bsp tree i think, or just go with the planes of the original brush?! ) so grouping them will be easy. All the detailed geometry, can be created in a modellers environment, like maya, max etc. because it is beyond the scope of the editor.
So i came up with the following, the editor is mainly used to place lights, doors, triggers, in short actors that inhabit the world. For visibility determination there will still be brushes placed to 'sculpt' the rough geometry, all these brushes with the same flag( WORLD_BRUSH) will be csg'ed
and the polygons of these brushes will be used for creating sectors(bsp tree i think, or just go with the planes of the original brush?! ) so grouping them will be easy. All the detailed geometry, can be created in a modellers environment, like maya, max etc. because it is beyond the scope of the editor.
dinsdag 4 december 2007
glsl lightning
vrijdag 23 november 2007
another post
boolean operations
i've got boolean operations working,
right now the supported operations are csg union, csg subtraction, and csg hollow, also i've written a material library, where material properties(mass, #textures, and surface properties. e.g. slime, lava ) go in a .shader file that will be parsed upon loading. Great benefit of this is that textures aren't hardcoded anymore.
Textures, materials and shader programs will only get loaded once if they are already in memory i will just return a reference( that was the hardest part);
Paul
zaterdag 27 oktober 2007
a picture is worth a thousand words...
old engine stuff, written in pure java, code of this can be found here(again) http://home.hccnet.nl/pj.holverda/
dinsdag 23 oktober 2007
more editor stuff
here is an executable for the editor, http://home.hccnet.nl/pj.holverda/
you can create octagons but only in the upper left window, i find it really shit that in (default) c++ there isn't a good way to list files, so i have to specify a .txt a where all other files will go into(
Paul
you can create octagons but only in the upper left window, i find it really shit that in (default) c++ there isn't a good way to list files, so i have to specify a .txt a where all other files will go into(
Paul
vrijdag 12 oktober 2007
editor progress
some progress on the "level editor"
tonight i ported old code of the java-editor to c++. Right now it is possible to create primitives, with at most 200 faces... more than that it and crashes back to the OS. Hopefully i can integrate the glsl part of the engine into the editor so we can get a wysiwg type of editor. But that means also dealing with POV, collision detection etc. etc.:)
cheers
Paul Holverda
woensdag 10 oktober 2007
got text working
vrijdag 21 september 2007
progress on level editor
donderdag 20 september 2007
level editor
i've been busy with learning wxwidgets lately, it is really nice and clean api, anyone that wants to learn gui programming i can recommend it. much better than mfc, all functions are packaged in easy to understand classes. There is also a really good wxwidgets gui designer found here wxformbuilder.org. i designed the global layout in minutes:). Over the editor, not much too see yet, except for the 4 colored panels, they correspondend to 4 individual opengl panels(top, left, front, and perspective) where one can create primitives in, most of it i had already written in java, so it just porting.
Cheers
maandag 30 juli 2007
Code dump
i've deciced to dump the code i've created 3 years ago now, so it can be (A)used for everyone.
it is a complete csg/bsp lightmap generator for quake based maps. including removing unseen faces. as well as a basic software renderer and a very basic opengl renderer. but for beginners like i was back in the time it is a valuable addition.
the complete code can be found here
http://home.hccnet.nl/pj.holverda/
bottoms up
Paul
it is a complete csg/bsp lightmap generator for quake based maps. including removing unseen faces. as well as a basic software renderer and a very basic opengl renderer. but for beginners like i was back in the time it is a valuable addition.
the complete code can be found here
http://home.hccnet.nl/pj.holverda/
bottoms up
Paul
maandag 23 juli 2007
donderdag 19 juli 2007
Plane Clipping
woensdag 18 juli 2007
Quake3 BSP
donderdag 12 juli 2007
Introduction
This site will mainly be dedicated to my hobby and work, programming, not the usual gui building stuff, but 3d. Also i will try to update this site as often as possible, with reports about the current 3d engine progress..stay tuned. Sound, music, ambient and sfx, will be provided by parasonic
http://myspace.com/doodenverderf check it out!
http://myspace.com/doodenverderf check it out!
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