Here are some screen shots from the last couple of days:
first box's positioned correctly:
And with camera and floor:First Engine screenshot- nehe cube loaded from mesh(OBJ file) and text loaded from a font jpg, and written out to screen:
A quick rocketship with the text texture on it to demonstrate a model loaded out of 3ds max (the axis's are in the engine using points)
My old delta flyer model loaded into the engine with the nehe texture:
A quick level modeled in 3ds max imported into the engine and rendered with diffuse lighting and normalsAnother angle:
Thursday, January 22, 2009
Monday, January 12, 2009
Basic Camera and Text Output working on engine
I spent the night after work working on the "engine" - have SDL keyboard controlled "camera" working, and added the "camera" to a std:list of "scene objects", building off of what I saw it the other engine, and trying to structure the basics of my engine in the same way- they were able to build tons into theirs, and I would like to start mine with a good foundation so I can keep building it, with minimal "going back and changing everything".
Things I finished tonight:
-"Camera" movement via keyboard (through a object pointer stored in a linked list)
-basic text showing onscreen through object interface
-(+ getting the camera working using the linked list was some time- hadn't used a list before, and forgot I had to declare my inherited objects public: "class glassBox:public Box")
Since I now have text output to screen, I can debug.
Anyone know if it's possible to debug using console commands in MSV8.0/2005? Is there a better/easier real-time debugging technique aside from writing to the screen(or text files which isn't what I need for initially getting things working and seeing whats happening?
Things I finished tonight:
-"Camera" movement via keyboard (through a object pointer stored in a linked list)
-basic text showing onscreen through object interface
-(+ getting the camera working using the linked list was some time- hadn't used a list before, and forgot I had to declare my inherited objects public: "class glassBox:public Box")
Since I now have text output to screen, I can debug.
Anyone know if it's possible to debug using console commands in MSV8.0/2005? Is there a better/easier real-time debugging technique aside from writing to the screen(or text files which isn't what I need for initially getting things working and seeing whats happening?
Thursday, January 1, 2009
Great News!
Someone on gamedev (swiftcoder) had pointed me in a good direction for my engine, irrlicht engine (http://irrlicht.sourceforge.net/), which is a multi-platform, multi-rendering API compatible, open source engine!!
Taking a look at the demo's, some things I could pull out that I need are .X model loading (+skeleton animation), loading levels(which I was going to use .X models, but am still open to others), FPS mouse movement, and probably loads of other things, since it is a fully working 3d engine.
Basically my final idea look pretty simple :-D But I have to start somewhere... And I want to learn how to create my own engine from scratch before starting to make games, since in the future even if I don't have to make my own, I might have to modify existing ones to add more features/updates features.
My engine right now has full keyboard movement, basic rendering, and texture loading (based on the SDL_IMAGE library).
Thing to do next are to get the model .X loading working and displaying, and FPS-style movement. From there I can start focusing more on what I need- a physics system (can start from scratch or start with NVIDIA's free physics engine) and a networking system (basic networking and MMORPG type networking- at least a server for people to connect to and sync with each other)
Taking a look at the demo's, some things I could pull out that I need are .X model loading (+skeleton animation), loading levels(which I was going to use .X models, but am still open to others), FPS mouse movement, and probably loads of other things, since it is a fully working 3d engine.
Basically my final idea look pretty simple :-D But I have to start somewhere... And I want to learn how to create my own engine from scratch before starting to make games, since in the future even if I don't have to make my own, I might have to modify existing ones to add more features/updates features.
My engine right now has full keyboard movement, basic rendering, and texture loading (based on the SDL_IMAGE library).
Thing to do next are to get the model .X loading working and displaying, and FPS-style movement. From there I can start focusing more on what I need- a physics system (can start from scratch or start with NVIDIA's free physics engine) and a networking system (basic networking and MMORPG type networking- at least a server for people to connect to and sync with each other)
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