User:GMan/Journal
From GPWiki
The wiki is now hosted by GameDev.NET at wiki.gamedev.net. All gpwiki.org content has been moved to the new server. However, the GPWiki forums are still active! Come say hello. I'm putting this project to a halt for amoment. I'd like to dig into C++ for a while. --GMan 23:05, 27 Feb 2005 (EST) I started building my Game Engine about a month ago. Its coming along quite nicley. I gave rudimentry Input (mouse and keyboard) functions, but this time I'm focusing on GVision (3D Graphics Library). This time, you ask? Well, a year ago I tried to do this, but my severe lack of knowledge in DirectX8 hindered me. It DID have awesome Networking and DirectDraw functions, but DDraw is DX7, which is why I was so good at it. But now I'm getting the hang of DX8 and finally moving on. So far I have a "Mesh" class, which has functions for generating shapes. It optimizes them and generates texture coordinates (thank you Almar...). It has optimized Matrix handling and some other useful "stuff". I also have a material and texture pool. Im proud of this. To assign a texture or material, there are two properties in any mesh/model/anything-that-can-have-a-texture-or-material, called "TextureName" and "MaterialName". When initializing a texture or material, you also assign it a name. So by setting the properties above to the loaded textures, the texture or material is automatically set. Almost done...:) My camera supports simple things like zooming...wow. And my lights class is rather nice. It is very orginized and easy to use. Which brings up another focus of mine, orginization. I once used Revolution3D, which was pretty good. But I disliked it because things were so...messy. I'm sure if I wanted I could have spent time learning things, but I'd rather just make my own. Thats about it! The engine has complete automatic enumeration, but I give the option of overriding that. It also has a simple text renderer. Now I'm working on the particle engine. --GMan 21:58, 29 Nov 2004 (EST) |


