Category: General Stuff

I like you, UK. You can stay!

So,  2 weeks and counting in the United Kingdom. They still don’t suspect a thing >:) Highlights: – The people are very friendly. Creepishly friendly. – London is bloody awesome! – Bristol is a lovely town to live in. – Programmers are in high demand in this country. That’s good. – The weather. Downside: – …

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Dissertation 2013 exam just confirmed

Short one: Just got a confirmation on my thesis, the one I missed in 2012. It’s still valid for 2013. “Simulating a military strategy in a virtual environment using agents” Back to work for me, now.

Random dev thoughts

12/01/2013: Christmas + New Year are now officially over for both sides of my family so it’s time for me to get off my l**y a** and get back to coding. New Year’s resolution for Divide? Finish up the lighting/shadowing code (at least up to a usable level). Optimise the Hell out of it so …

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Development resumed

As mentioned in the previous post, I planned to do some major graphics refactoring (mostly lighting). The planned changed are now slowly being implemented in a new development branch: [ LightingUpdates ].   Also, I’m adding content to the [ Wiki ] now.

Small updates

A small update to this [ Multi-Agent Framework Test 1 ] -New materials, shaders, shadows, collisions and so forth. Andsome deferred lighting. 30 random lights. Although all coding efforts are towards the forward renderer, the deferred renderer has not been left behind and was updated with the new RenderStateBlock system and the new shader structure. …

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DoxyGen documentation posted!

As of now [3-March-2012, 19:00 GMT], a new menu link has been added to the homepage linking to the newly generated DoxyGen Documentation. This documentation will be updated every 2 or 3 (major) revisions. Feel free to browse it as ALL source code is covered there.

New A.I. system, PhysX 3.1.1 and fixed that damned water transparency and depth sorting issue

The A.I. part: For a final’s exam this semester, I had to develop a multi-agent system that could play team-based 2-on-2 tenis (with a soccer ball) and came up with this: It’s just the first test of the AI Framework used to create multiple agents for single or team-based interactions. Just a test of visual …

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SceneGraph and ResourceManager

[notice][Warning: This post will be updated as I progress][/notice] For now, the basic SceneGraph structure for the island scene produces this output: ( root ) -Sun ( Sun ) -box ( box ) –box_box.obj-submesh-0 ( box.obj-submesh-0 ) -Default omni light 0 ( Default omni light 0 ) –Default omni light 0_impostor ( Default omni light …

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Fixed water and added shadows. Now … the SceneGraph …

Well, water is up and … flowing 🙂 Reflections are working nicely and so are caustic effects. Refractions are good but transparency needs tweaking. The hard part’s over: And shadow map generation is getting better and better.  Only directional lights are working for now, but still:   Now that the engine supports some more rendering …

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Broken water and Post Processing effects

Been working on fixing water rendering issues (water plane Y-position keeps changing with camera movement) and ended up adding PostFX ;)) I’ll post the water issues later (when I find a fix for them, so that I don’t seem stupid for missing something obvious), but the post processing engine was needed for underwater rendering. So, …

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