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Posted
about 14 years
ago
by
triton
One thing that I think is pretty important in software is for it to be extensible and customizable, so each user can tailor it to his specific needs. So with that in mind I have added a new preferences system to the editor, where each user can change the behaviour of the application. Key Bindings [...]
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Posted
almost 15 years
ago
by
triton
Hi again. I know I’ve been really silent these last few months, but that doesn’t mean progress on this project has stopped. Quite the opposite, actually. If you have been checking the Subversion logs, you might know that a lot has been done in that time. Many bugs were fixed, and a lot of code has [...]
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Posted
about 15 years
ago
by
triton
Like the title says, this time I bring you some cool footage of the new and hot skeletal mesh animation support in the engine. All the animation skinning is done on the GPU via shaders, so it’s quite fast. www.youtube.com/watch?v=KUzN8DGfKHo Right now only Milkshape3D animated meshes are supported, but it’s abstracted in the engine, so [...]
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Posted
about 15 years
ago
by
triton
I was having a talk with a friend about project health, and suggested using the logs from Subversion, a source code version control tool, as a crude indicator of project activity. I got curious and found some tools that can plot some nice graphs for us. I tried StatSVN which was very simple to set [...]
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Posted
about 15 years
ago
by
triton
Hi there! I’ve been working a lot more on this project, now that I am on holidays. I did a lot of refactoring work, while fixing some rough spots on the API. I started by implementing plugin support on the editor. I came up with a quite simple plugin API and event system which I [...]
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Posted
over 15 years
ago
by
triton
Hey there. I’ve finally finished my exams and started working more on the engine. These last days I’ve been working on adding some clouds to the sky. I wanted the clouds to be animated and also to allow for more or less coverage of the sky. To get these features I thought about using procedurally [...]
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Posted
over 15 years
ago
by
triton
Even though the site hasn’t been updated as frequently as I wish, I’ve been working hard on the engine. There is too much stuff to mention, but the main visible changes have been better lighting due to the averaging of normals in the terrain generated by an heightmap. Previously the engine didn’t average the normals [...]
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Posted
over 15 years
ago
by
triton
The editor now allows for some simple terrain editing like raising and lowering. Other tools like smoothing and painting are in the works. And also support for arbitrary brushes (like Photoshop brushes) which should give artists more creative freedom to use shapes to edit and paint the terrain. Undo and redo support has also been [...]
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Posted
over 15 years
ago
by
triton
Development has been going quite strong over the latest week. If you follow the SVN change logs, you might already know this, but I’ll make a simple recap of what I’ve been working on.
At the end of February, I started fleshing out FBO support. Framebuffer objects (FBOs), are render targets that you ask the engine to render [...]
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Posted
over 15 years
ago
by
triton
Serialization is used to save the contents of a running program to a safe storage medium, like your hard drive. When you edit the contents of a scene in the editor, we need to be able to save it to a file, so you can load your level later on. We are trying to design [...]
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