Dienstag, 29. Mai 2012

althought im quite busy with an different projekt, i try to release the first version with middle of june...

stay tuned,
greetz,
dirk

Donnerstag, 24. Mai 2012

update:
- audio part 20% ready (which is based on webaudio html5)

stay tuned...
greetz
dirk

the huge question which hunts me at the moment -> on what part i should work today.

here some points i want to implement soon, some are important for the release at june, some arnt:

- depthmap related collision system (only runs on the gpu)
- sound
- particlesystems (cpu based ones and gpu ones)
- webcl ( which could be used for the rudimentary physic implementation, either particles, and everything else which could be good for multiprocessing.) but therefor you have to download something. due this point, im not so happy with.
- maya model exporter
- LSD model pipeline
- input devices

and tons of other stuff...

oh and id forgot about an very necessary part, the unliked process to write an documentation for. but this point is at the moment senseless. as far LSD isnt settled and fixated in all the pipelines and how to use it, it wouldnt make any sense to start with that point.

so, it could happen -> a release with an unready documentation. 

hmpf, seems there so many points which needs to be done. but im going to focus on the game and release related things, such as sound, input devices, particlesystems...

so stay tuned..
greetz
dirk

so changed the plan a bit. isnt it, that i wanted to work on the "circle of dead" game :D? after the LSD v.0.2 release in middle of june, im going to concentrate me (at my private solo projects (LSD and circle of dead)) onto this game again.

after couple of hours at the dreamland (sleep), i had to do a decision about the vbo problem i had. i fixed this problem by using a workaround which i tried to avoid before. the good thing now it works, the bad thing - im sure i will spend into this problem again alot of time. ;)

but in overall it makes sense to use now this quick and dirty solution. as long im a rookie in opengl programming, it would take ages to solve this problem by using a elegant way for. when im getting deeper into this matter, im sure this problem will be fixed in half time or less. so for  now im able to concentrate me onto different parts at LSD. and as far you can imagin, lot of things needs to be done or improved.

stay tunend.. smooth your way n´ keep the eyes on the rabbit hole
greetz
dirk

Mittwoch, 23. Mai 2012

what a lost day!!!

actually i wanted to fix an bug in my render pipeline -> without any success. hopefully i get it tomorrow working...

so now im playing with the idea, to stay off of the 3D geo implementation till the middle of june and focusing for now on the 2D part which is basicly the main issues for this engine. i will see what the next day brings - if its the same like today, im getting for a short time a bit on distance to the 3D geo.

well, the problem is, if i want to render several pieces into on render to texture (rtt) i do access the vertexbuffer (vb) from the object before. its a bit of a pain. i do know some work arounds to handle this problem. but all this solutions feels that dirty.

stay tuned,
greetz
dirk

Dienstag, 22. Mai 2012

sorry for the past few days, i had no time to work on LSD.

update:
- fixed the shader pipeline to 70%
- implemented the first step of the aorta
- fixed the rtt manager

eg. thats how the root shader file should look. while executing the engine the shader file become converted to a gfx file)

here a rudimentary shader file:


[VERT-SHADER]
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 viewMAT;
uniform mat4 projMAT;
uniform mat4 worldMAT;
uniform bool is2D;
uniform bool isPLANE;
uniform bool isMESH;
varying vec2 vTextureCoord;
varying vec4 vpos;


void main(void) {
vec4 vertPOS = vec4(aVertexPosition,1.0);


if(is2D){
vpos =viewMAT * worldMAT * vertPOS;

}
else{
vpos = projMAT * viewMAT * worldMAT * vertPOS;
}


if(isPLANE){
vTextureCoord = aTextureCoord;
gl_Position =  vpos ;
}


if(isMESH){
vTextureCoord = aTextureCoord;
gl_Position =  vpos ;
}
}
[PIXEL-SHADER]
precision mediump float;
varying vec2 vTextureCoord;
varying vec4 vpos;
varying vec4 vCOLOR;
uniform bool isPLANE;
uniform bool isMESH;
uniform sampler2D uSampler;


void main(void) {
vec4 textCOL = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));

if(isMESH){
gl_FragColor = vec4(1,1,1,1);
}

if(isPLANE){
gl_FragColor = vec4(textCOL);
}
}


the plan is to release the first download version in middle of june...

after this release im planing to implement, due the fact that polygons have their good and their bad sides, a volumentric voxel rendering. and of course my metameshes. for doing some freaky melting and stiching together things. i got inspired by this presentation video for my metameshes http://www.youtube.com/watch?v=M5xnAdVPbgQ&list=UUpe5Du5PS55Yf2LbHNBtsrA&index=6&feature=plcp

stay tuned...
greetz
dirk

Sonntag, 6. Mai 2012

got quite busy with an different pretty awesome game project. i hope to find some time today or tomorrow for some updates.

stay tuned,
greetz
dirk


Freitag, 4. Mai 2012

ouch, got lazy the last few days. a party costs me now nearly 3 days to recover.

stay tuned,
dirk