Jump to content
  • entries
    945
  • comments
    5,899
  • views
    930,064

Model citizen


Josh

4,042 views

 Share

I can now load models in Leadwerks Engine 3 (as of this morning):

blogentry-1-056327300 1287506424_thumb.jpg

Edit - Here's a demonstration of buffers working (as of this afternoon):

blogentry-1-043831600 1287527255_thumb.jpg

Edit - And here's a comparison of a multisampled buffer next to a regular one (as of this evening):

blogentry-1-091485800 1287557416_thumb.jpg

It's nice to see a feature in Leadwerks 3.0 that 2.0 doesn't have.

 

I'm getting my iMac this week. I'm going for the dual core 3.2 ghz with an upgrade to an ATI Radeon 5750. Mac is still using OpenGL 2.1, and I have no idea how good the drivers are, but at least I know it will be stable. I am working with the OpenGL 3.3 renderer right now, which requires a Shader Model 4 card. OpenGL 4.0 is just like 3.3, with a few added features, and it will need a separate renderer. So right now we are looking at:

-OpenGL 4.0

-OpenGL 3.3

-OpenGL 2.1 (for Mac)

 

Those versions are just variations of one another, and I know OpenGL pretty well, so it's mostly just a matter of copying and pasting code. Since I have to deal with three versions of OpenGL anyways, it's not a big deal to add an OpenGL 1 renderer using the fixed function pipeline. Then of course we have OpenGL ES for the mobile platforms, but I won't be dealing with that myself. A DirectX renderer will only be needed for XBox 360, when the time comes.

 

That's all for now. The material / shader / model systems are pretty crucial to LE3, especially how they are designed to be reloadable, so I have plenty of work to do! The most critical features in LE3 are the asset handling and the interaction system. In LE2 we created a system whereby programmers could share programmed game objects with Lua script, but we found that without an official visual interaction system, there were limits to how interesting your game components could get. With LE3, a totally new visual system will provide a framework with which your game components can interact, so everyone can create complex game interactions. In plain terms, that means I can easily drop a character into the scene, and set it up so when they die, a door opens, or something like that...with no programming.

 

By the way, I recommend catching "The Social Network" in theaters. Some of the dialog is cheesy, but it's an interesting look into tech startups (and an unflattering portait of Mark Zuckerberg). The most interesting parts to me were the scenes in Palo Alto, which were a lot more familiar to me than the Boston setting. Plus, the soundtrack is by Trent Reznor:

 

http://www.youtube.com/watch?v=qy8qDXQQZ3U

 Share

13 Comments


Recommended Comments

The OpenGL 3.3 renderer requires an SM4 card, and that is being developed first. However, I can write renderers going all the way back to the fixed-function pipeline.

Link to comment

Ah okay, seems my 9600GT only supports upto openGL 2.1 :( I need to upgrade XD

Anything above a GEForce 7 series supports OpenGL 3.3, including your card.

 

That model looks nothing like a citizen :D

I'm coming up short on puns today. :D

Link to comment

千里の道は一歩から

1000 mile road starts with one step.

 

It is really nice to see things materializing. How far out are we from an early adopter sale?

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...