Showing posts with label physics. Show all posts
Showing posts with label physics. Show all posts

Monday, September 6, 2010

Feeding Bullet with height values

Here we are: finally Ainur can feed Bullet the height values from the current prepared page.
The mandatori screenshot:
Bullet debug drawing in white, terrain wireframe in brown
Current implementation is not 100% complete: I still have to sort out problems moving from a terrain page to another.

So, the current roadmap is (not in this order):

Code base clean up
  • Code style cleanup: I'm not satisfied with current astyle options so I would like to make the code pretty and separate methods with a line, and also separate different classes that lives in the same source file.
  • Use RapidXML instead of TinyXML: RapidXML is fastest and has just one header file.
  • Merge OIS with InputManager class.
Faster and better UI
  • Use new Gorilla 2D drawing library for console and FPS (either by including it or forking the code if it fits better my needs), instead of Ogre's overlay. Gorilla can draw formatted text as well.
Advancement in scene rendering
  • Correct sun and ambient dynamic lighting (including nice sunshine)
  • Update terrain lightmap
  • Implement camera and viewport setup from dotScene files
  • Fix SkyX glitches when rendering with OpenGL
  • Load procedural grass
  • Experiment with Deferred Shading instead of Forward Rendering

Sunday, August 15, 2010

Physics is coming!

It's no news that this project was put on hold many times, because it's just a pleseant way to have fun learning a lot of new things and in fact since I don't know anything related to graphics there's a lot of stuff to learn for me :P

Now the code is refactored and update to the new Ogre3D stuff and support for physics using PhysX was deleted, it's time to try Bullet and implementing basic physics in order to release the first alpha version of the engine to the crowd.