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New Development Branch


Development on the main trunk has been paused because all of the rendering updates that we posted
earlier about, are being implemented >>here<<
As soon as we reach a stable codebase with up-to-date rendering techniques, the branch will be
merged in the main trunk.

Short term plans posted!


A short term "ToDo" list that highlights the next changes that will be committed to the code base
was posted >>here<<

Temporary project standstill

    I apologize for the lack of updates lately, but due to some personal issues (house reconstruction) my development PC's are packed in boxes until ~10 September. Development should continue normally after that.

-Ionut

Animation support is finally in!

Another short, demonstrating the use of Scott Lee's Assimp Animation Loader class (http://nolimitsdesigns.com/game-design/assimp-animation-lib/) in a right-handed system.

Main differences from original code:
-Runs great with OpenGL (original code was for D3D only)

-Able to render each mesh's skeleton

-Each mesh from the Assimp scene get's it's own animator and bones instead of concatenating all the geometry in one single object (i.e. Bob's sword is a separate mesh. So is his head :P; great for Frustum Culling of large objects with a lot of meshes)

-Code remains API independent as all matrices are properly transformed for each rendering API (Direct3D/OpenGL).

-BoundingBoxes are only recalculated once per animation frame and then cached

-The skeleton is calculated once per frame then cached

 

This update also added support for glVertexAttribPointer based VBO's and Index Buffer Object based rendering.

More info on my blog.

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.



P.S.: The quality of the video sucks, but FRAPS is freakin' out and I had to use SnagIT 8-|

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.

  1. New A.I. system, PhysX 3.1.1 and fixed that damned water transparency and depth sorting issue
  2. Fixed water and added shadows. Now ... the SceneGraph ...
  3. Broken water and Post Processing effects
  4. New features as of October 2011

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