Piko3D

Pixel shaders!

January 23rd, 2012

This movie requires Flash Player 9

Shaders baby!

Hey everyone!

Here’s another progress report!
Got some basic shaders to work! Actually the shaders weren’t that much work, But Piko3D now has a proper resource management system around them too!
I’m currently working on an OpenGL renderer, but if we ever build a DirectX one too, it should be possible to switch between OpenGL and DirectX in runtime!

Anywayz, next up for me is testing, and pushing parameters to the shaders. I’m currently working in OpenGL 3 which allows me to phase out static functions gradually. This means that I can set up a static function pipeline, and than swap out the shader pipeline bit by bit, which makes testing a breeze :) When everything is done, I’ll switch to OpenGL 4.2 entirely.

The little video you see here is basically a fragment shader “Hello World” that was made a bit fancier ;-) It renders BRICKS!

Anywayz, Talk to you later!

Wracky.

Progress! Rendering and Thread safety.

December 28th, 2011

Hey people!

Here’s a small development update!
So the holidays gave us some good time to work on Piko3D, and we thoroughly enjoyed it :D Even though Star Wars: The Old Republic is out now, and I absolutely love the game, we managed to make some good progress :)

Paramike is working on threading. Piko3D already supports some multi-threading. We have a thread pool, and the scene and physics are done multi-threaded, but there is more to be done! The threadpool with which we limit the amount of threads started on a PC, is now LOCK FREE! and runs a LOT faster. Alongside that, Paramike is working on a thread-safe memory pool, which should improve Piko3D’s performance quite a bit (not that it’s slow now, just saying).

I have started restructuring part of the engine to make a basis for our new OpenGL 4.1/4.2 Renderer, and I’m making good progress! Window and camera updates are now properly taken care of, and as per SDL 1.3, we support MULTIPLE WINDOWS! We’ll probably never use it, but hey ;-)
This also means that script determines what events are handled at what window, and that every window is updated separately.

Here’s a little screenshot for your enjoyment ;-)

Till next time!

Wracky.

Bindpose FTW

October 13th, 2011
MD5 Bind pose

Look at them bones!

So, after some time I finally got an MD5 model loader and a skeleton :-)  Currently it’s only a bindpose, there is no vertex blending or animation for that matter. Up next, animation!! Which is actually what I started out doing ;-)

enjoy!

Micron

 

 

[Don't look at that model or the lighting... we're still working on the renderer :P - Wracky]

 

 

Keys, Bones and Screens.

July 7th, 2011

Hey everyone!

Yep! we’ve been out of it for a couple of weeks.. I just bought a new house and such! lots to do!
Well progress is kinda slow in general I guess :-) But we’re still having fun working on Piko3D so when we get the chance,
we get together have a good time coding!

Last week, Paramike fixed some script bindings and tried get the old screen and camera classes going in script. We’re switching most of the control structure to angel script now, and some of the bindings are still a bit wonky/experimental!

This week, Micron and me had a few beers and did some coding on input handling and bone animation. There are some architectural issues that Micron is tackling now, and I added about 250 key-code enums to script! Soon we’ll be able to register and handle key bindings and mouse movements etc. Piko3D uses most of the messages from SDL 1.3 so far (Kudos to the guys from SDL for their continued work on SDL 1.3!)

I promised you guys a little guide on Angelscript right? Well I’m still up to my ass in boxes right now, and working on the couch on my laptop… I’ll get to it once I got my computer set up again :D We’re working on the house, and I can tell you, since yesterday there IS light and electricity in the “office”! I still have to get a LAN-cable up there, and the floor needs to be put in, but hey! We’re getting somewhere! ;-)

Well that’s it for now!

Talk to ya later!
Wracky.

Script bindings done!

April 24th, 2011

Hey everyone!

The Revision demo party has proven to be a great opportunity to get some coding done!
I’ve basically finished the script bindings for the existing classes!

Aside from that I worked on delegates and a timer class for script.
It is now possible to create timers in angelscript, and attach delegates to them that call script functions when the timer fires.
The timers can be set to loop, or can be stopped, paused or resumed. This makes the timers very useful for timing periodic or occasional events!

The delegates are used to attach event handlers to the timers, but can be used to attach event handlers to anything that is observable, like objects, resources, or entities. This means that an object can be monitored for instance, and a script function can be called either when it moves, or when it is destroyed.
Delegates can store arguments that can be passed to a script function when it fires for easy customization   Delegates will also play a major part in the input handling/notification system, as they can be used by the control class internally to bind script functions to key presses etc.

Neat! :D

Well that’s it for now.
I think I’ve made some good progress.
Going to sleep now ;-)

Till next time !

Wracky.

Older Posts »

Creative Commons License
This work by piko3d.net is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Netherlands License
Powered by WordPress