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Already a lot of days passed and I thought that I will let you know a bit what is going on. As the most work is still carried out on the Engine Layer not much visual stuff can be seen at the moment. I'll also not go much into details here and just give a small outline of what has happened in the

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Already a lot of days passed and I thought that I will let you know a bit what is going on. As the most work is still carried out on the Engine Layer not much visual stuff can be seen at the moment. I'll also not go much into details here and just give a small outline of what has happened in the mean time.

A lot of work has still to be done on the Render Module right now. The entire lighting part is implemented to a certain degree but performance is still an issue (which is normal after putting things together the first time). A couple of optimiziations should bring up the framerates again. Mostly preparation work has been done here like adding Scene-Management to the script Layer (stuff like Octree-Scene and Collision-Framework). Also the Object-System has been changed to allow for much more intuitive interaction between different Game Entities (collideWith* functions in conjunction with the Collision-Framework). Next step is to mix all those things together and to enhance the Engine Layer to optimize Map-Geometry also. Once that is done things should be ready for creating a first, larger map for testing purpose.

Another piece of work is the PNG reader i'm on currently. As the engine is very modular the image reading system is also very modular. Currently only TGA files are supported. This is nice for the beginning but eats lots of space. I'll drop in a PNG reader to schrugg down the size of data on your hd without quality loss. Additional image formats like JPG can easily be added through this system.

Some more work is also needed for the Skin-System. To avoid hard-linking to Shaders (like Cg or ASM) and allow the engine to be much more scalable than engines written for only one graphic card generation a Skin-Language is needed. Currently the skin file format is rather simple but needs to be enhanced. It would be helpfull for me to have some input from people that already worked with different engine shader systems to gain an idea of what kind of abstraction layer (or if you want, how high-level) the skin language should be located to allow offering you later on a nice system to mod for.

Also work has gone into the Player model of Sean. It takes much longer than I thought and thus additional help for the other models would be appreciated. Appropriate Help Wanted Request I'll place here once i have a couple of design-sheets done and figured out the system ^_^.

Also updated the project homepage to add some corrections especially in the character section.
This should it be for the moment. More the next time.

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