Monday, March 9, 2015

Update No. 4 - Resource Management: Meshes and Textures

I've now entered the Resource Management phase of development. I've got a few new awesome things to show you in the latest build. So please bare with me and sit through all the boring stuff at the beginning cuz it's worth the wait, as I demonstrate the new concepts with visual examples of mesh and texture loading:


Monday, February 16, 2015

MoonShield Engine Development - Part 3 Optimization

Video Update #3 Optimization:
Optimizing the overall engine architecture, applying a dedicated mesh loading package for OBJ files, and testing a basic physics engine...



Wednesday, January 14, 2015

New Engine Architecture

Well, I'm back to let everyone know that I'm still determined to do this thing.

So I basically just wanted to give you all a little update on the status of the MoonShield Engine. I cleaned up the code quite a bit.

In short, I've completely separated the actual "engine" part from the "game" part, This way, they can function independent of one another (each one does not rely on the other to run properly). I've also managed to create dedicated sections of the engine for both rendering and physics so that there's at least some organization now with how tasks will be distributed within the engine itself.

For anyone confused (like me), I will post a video soon explaining stuff as best I can, based on all that I've learned thus far, so you can see what I'm talking about and how much neater (and easier!) everything actually is.

I'm throwing in a crappy physics test and OBJ mesh loader demo too, just for a little change of scenery.

- Roane

Monday, August 4, 2014

Lighting!

- For this update I'm proud to say that I have been able to implement Ambient, Directional, and Point/Spot lighting using a dedicated Rendering Engine that takes advantage of "Forward Rendering" programming techniques.
- I'm also very happy to say that I now have a working mouse-look system which allows the user to use the mouse to change the first person camera's point-of-view in any direction.
- FPS seems very smooth, hope it stays that way.

Next time:

For my next update, my goal is to demo file loading of objects or OBJ files, created using 3D graphics software such as Blender, into the Rendering Engine.




Wednesday, May 14, 2014

Hey everyone,

I just wanted to get something up quick to show my current progress...Enjoy!