February 13, 2009

Introduction

This blog will feature programming my current programming projects and follow my current interests. All the demos uise my abstracted cross platform graphics engine called 'Struffy'.

  • .Net
  • Cross platform game engine design
  • DirectX
  • OpenAL
  • SQLite
  • PHP
  • Collada
  • ODE and Bullet physics SDK
  • Mugi

Please click on a feed in the "blogs by subject" on the right hand side.

The following will link to my published source files. Empty at the moment but soon find the source code here.

For best results download the latest tech demo in the bottom right.

The following link DirectX9c Installer can be used to install DirectX. You can alternatively search the Microsoft site using the search words "DirectX End-User Runtime Web Installer".

All the demos require DirectX9c run time, but otherwise do not require installation. Unpack the zip, double click on the executable. Removing the folder will completely remove the demo from your system. Your computer will need a graphics card with Shader model 3, or above.

Car simulation

The car demo uses the Bullet SDK to simulate a car. Suspension is simulated using four spring constraints using a cylinder for each wheel. The game logic and renderer are decoupled so the logic can run a fixed 60 frames a second.

February 09, 2009

Terrains

This is a terrain rendered using a real time adaptive mesh. The wireframe view is shown below to illustrate how triangles concentrate around areas of roughness. This terrain algorithm is my own based on pre-chunked tiles. At run time only 16 bit index are uploaded. It's still too slow, so future releases will include the dual queue implementation from ROAM.


Download Terrain here, but this is work in progress. Currently the terrain holds a few lookup tables for the terrain which is 1 * 2^21 tiles big. As you can imagine, this is a lot of memory.