Into the Mind of a Dev

Category: Development

Fixed Function Pipeline Gone

Permalink 02/16/12 12:32, by Blaine Myers, Categories: Development
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 »
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OpenAL Dropped

Permalink 12/10/11 00:16, by Blaine Myers, Categories: Development
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 »
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Code Rewrites

Permalink 11/24/11 15:27, by Blaine Myers, Categories: Development
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 »
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Normal Mapping

Permalink 08/04/11 15:44, by Blaine Myers, Categories: Development
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 »
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Shadows

Permalink 07/29/11 16:49, by Blaine Myers, Categories: Development
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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This blog chronicles the development of the Emergence Game engine. The Emergence Game Engine will be a fully functional 3D game engine with support for the latest technologies in video game development. This blog features the remarks of the lead programmer, Blaine Myers, as he comments on the struggles and joys of developing a 3D game engine.

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