-
Archives
- December 2024
- June 2024
- February 2024
- January 2024
- December 2023
- November 2023
- August 2023
- July 2023
- June 2023
- May 2023
- April 2023
- February 2023
- December 2022
- June 2022
- January 2022
- November 2021
- September 2021
- July 2021
- June 2021
- May 2021
- April 2021
- March 2021
- February 2021
- January 2021
- December 2020
- November 2020
- October 2020
- September 2020
- August 2020
- July 2020
- June 2020
- April 2020
- March 2020
- February 2020
- January 2020
- December 2019
- November 2019
- October 2019
- September 2019
- August 2019
- July 2019
- June 2019
- February 2019
- December 2018
- July 2018
- June 2018
- March 2018
- February 2018
- January 2018
- December 2017
- November 2017
- October 2017
- September 2017
- August 2017
- July 2017
- June 2017
- May 2017
- April 2017
- March 2017
- October 2011
- February 2011
- December 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
- December 2008
- November 2008
- October 2008
- September 2008
- August 2008
- July 2008
- June 2008
-
Meta
Category Archives: Engine Development
Win64 and my ENTIRE weekend!
Well, I got the engine SDK, and all of the tools and applications running again under Visual Studio 2017. Now, I’m trying to convert everything from the older Win32 (x86) architecture, over to the Win64 (x64) architecture. Actually, I’m making it … Continue reading
Posted in Announcements, Engine Development
Leave a comment
Team Foundation Server Back Online
The Team Foundation Server ended up having some bad memory. So, I replaced all of the memory. I went ahead and upgraded it from 2 GB to 4 GB while I was at it. It’s back online now. Development has resumed again on the engine. I’m finally … Continue reading
Posted in Engine Development
Leave a comment
Attribute Sorting
In order to finish the animation system, I need to finish the mesh data attribute sorting code. The vertices must be sorted by the number of bone influences, as this determines which vertex shader should be used for each batch. … Continue reading
Posted in Engine Development
Leave a comment
Scene Object Updates
I’ve been making changes to the base scene object. Now there is a flag that you can use to render the current scene object after all of the children have been rendered, instead of the other way around. This was needed due to … Continue reading
Posted in Engine Development
Leave a comment
Skinned Mesh Support
I’ve been working a lot on the skinned mesh support in the engine lately. I was having a problem with the engine’s 3ds Max exporter crashing when you exported a mesh that contained physique, but I have that fixed now. If you … Continue reading
Posted in Engine Development
Leave a comment
Updating Mesh Scene Object
I’m currently updating the mesh scene object hierarchy to support skinning data. The skin weights, and the bone data, are already exported by the custom 3ds Max exporter. All of this data can be successfully loaded by the engine. I’ve also been working on the HLSL vertex shader … Continue reading
Posted in Engine Development
Leave a comment
Effect System Fallbacks
I made some changes to the .fx effect file importer for the world builder. Not only can it promote 1.x shaders to version 2.0, it can also automatically compile the legacy 1.x shaders and include them in the effect file as well. … Continue reading
Posted in Engine Development
Leave a comment
Effect System Progress
I finally got all of the shader effects working on the sky dome today! It looks pretty sweet! I’ve been getting all of the kinks worked out of the effect system in the engine. There are just a few more … Continue reading
Posted in Engine Development
Leave a comment
Effect Parameters and Constants
While working on the sky dome scene object, I realized there was still a lot of work to be done in the effect system. I’ve been spending the last couple of weeks refining how effect parameters and/or effect constants work. Now, it’s … Continue reading
Posted in Engine Development
Leave a comment
Sky Dome
I started working on a new sky dome scene object today. This scene object will be much better than the current sky box implementation that the engine uses. It’s much easier to animate textures on a dome, as compared to a box … Continue reading
Posted in Engine Development
Leave a comment