Category: Development
Fixed Function Pipeline Gone
Over the past few months I have been weeding out the fixed function pipeline. Last month all that remained in the FFP was rendering fonts and 2D images. I have now written shaders to handle that type of drawing and the FFP has been completely replaced b… more »
OpenAL Dropped
One thing that I haven't been happy with was the audio system in the game. Originally I had decided to use OpenAL. In part because I thought it was going to be as big as OpenGL (not that OpenGL is that big, but it least it is still somewhat backed by NV… more »
Code Rewrites
I have mentioned that until I can really start getting content into the game there isn't that much to do with the game engine. Really to make a game with it, most of the programming necessary would be to write AI and scripting. Without designers and art… more »
Normal Mapping
The newest feature implemented in the game is normal mapping (a form of bump mapping). This is a method for creating more detail in a rendered mesh without actually creating more geometry.
In the early days of computer graphics, lighting wasn't calcu… more »
Shadows
One of the most difficult things to implement in a game engine is shadows. A shadow itself isn't difficult to implement. The difficult part is getting shadows to work with the game engine itself. Important questions are how do you decide which direction… more »
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