Tuesday, July 6, 2010

Normal map for terrain

The terrain now accepts normal maps and also you can mix the texture color with a color for every vertex.

For example you can make grasses yellow in an area.


KGE3D.org

Now Kochol game engine has an official site http://kge3d.org
I hope this site become a good community for KGE users.

Wednesday, May 5, 2010

Alpha test in shadow map

The alpha test implemented in engine and shadow map renders meshes with alpha test.

Refraction

I implemented Refraction effect in KGE and now effect manager can manages post process effects too.
Effect manager can prepare rendered images upon the post process effects needs. For now effect manager prepare the color map.

I add a screen shot from Simorgh editor here.
Simorgh editor is a 3D world editor build with KGE

Tuesday, April 27, 2010

Shadow map & PhysX

The shadow map implemented in KGE and there is an effect manager now that works with scene manager together.

The effect manager controls shadows, post process effects and some built in materials.

The KGE physX port is updated and now it has Ray casting, dynamics, triggers, collision detection and some new shapes.

Saturday, April 24, 2010

Working on a script language

Hi all

Currently I am creating a new scripting language called Cyrus Script.
Cyrus Script(CS) syntax is similar to C language and it's in early production.
CS has a different design from other scripts. It dose not use virtual machine to run the script programs.

I test CS speed against C++ and the results was amazing when you don't use default C++ types like int for all commands. CS is 5%-15% slower than C++which is very good performance result. I heard the fastest scripts are 15 times slower than C++.

I also test CS speed against Angle Script and CS was 6 times faster than AS.

I want to write a technical article about the design of this script. Please if you have any information on this please advise me how can I do this.

Monday, March 1, 2010

Shadow map

  • I worked on shadow mapping and after some works finally I successfully implemented shadow mapping for directional lights but I don't add this feature to the engine yet.


  • Now KGE use PhysX for the physics and dynamics You can build the terrain shape and box for the dynamics and we will add more shapes for dynamics later.
  • Everything in scene is rendering with multistream
  • The Animated Meshes and tile terrain now use dynamic vertex buffers