Worklog for KimoTech
Nexus 3D Engine - DX9/10
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Now i'm through with porting the engine to linux by providing an OpenGL
renderer. The engine is in fully development, and is getting more and
more complete as the days go by. I hope a beta will see the daylight soon. :) Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now i've made a good kick-off on my editor, and it features a nice .NET
user interface like the Visual ... IDE. I'll post a screenshot soon. Second, i've started programming a renderer for the new DX11 API, and it seems to look much like the DX10 API, so there is no problem implementing it. I've also done some more optimizing, and i have made support for multithreaded rendering in DX11 mode. Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now the terrain renderer is finished! :D Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now i have finished implementing PSSM shadow maps in the engine, and it
renders them fairly good. You can choose between 2x2,3x3,4x4 PCF
sampling, and PS3.0 Soft Shadows. Now i am working on the terrain part, and also, loading FBX files through the FBX SDK ;-) Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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I have started on my editor, and now you can do some basics like creating cubes, position, rotate and scale them. Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now i have done some tuning on the wheel shapes, and now cars act very realistic with suspension, friction etc. Tomorrow i'll start working on soft shadows, and afterwards, some animated ragdolls. Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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I have done a totally rewrite of the old hardcoded part of the engine, and now i have finished these functions: Post-Processing Render-2-texture Shadow mapping Hardware skinning HLSL .fx shaders Picking Basic physics using PhysX (cube, plane, sphere, wheel shape) Working on: Hardware instancing CLOD Terrains Soft shadows Stencil shadows Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now post processing works: Depth of field Bloom Dizzy-effect Blur Invert colors Screen Space Ambient Occlusion Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now i have done a lot of optimizing, and now i can render 400 cubes without instancing with about 400FPS. Now i am working on instancing, and post-processing. Render-2-texture is also working, and shadow-mapping works fine! Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now a little demo is ready ;-) Walk the zombie with the space key, and control camera with arrows and LMB1. Remember to install the latest DirectX and PhysX drivers. Enjoy ;-) http://www.box.net/shared/583isydgks Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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As i've found out, that Shader Fragmenting isn't supported by Direct3D
10, i keep stick on 'Ubus' Shaders. That means, that the shader is
composed by a lot of different functions and includes. This method is
also better in performance ;) Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Hardware skinning now works. I just need to finish the animation
system. It can display the un-interpolated animation from a b3d model
now. ;-) And you can move/rotate/scale bones manually like in b3d. Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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The target for this project is, to create an engine with the use of the old flexible and easy-to-use command set. It shall also support both Direct3D9 and Direct3D10 rendering, and it will have an integrated wrapper for AGEIA PhysX. The rigid body objects will be used as entities. Fx: Set a cube as a child on a rigid box, then the cube rotates with it. Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |
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Now shaders are ready to use. Shaders are managed pr. brush. Multiple
brushes using the same shader, does only use one D3DXEffect instance.
'Default' shader does perpixel lightning and phong shading, textures and
vertexcolors. Picking works! Entity system 90% A little sample which shows use of parent/child entity system, picking, tforming, and perpixel lightning: The code which shows you the use of orig. Blitz3D commands: Kim Johannsen Sorry for my bad spelling, my native language is C++ Windows Vista and Windows 7 RC, Intel Core i7 2.66GHz, 6GB DDR3, Zotac GeForce GTX 285 AMP!| XP Professional, Celeron 1.4GHz, 1.5GB DDR, Integrated ATI Radeon 200M |