For example you can make grasses yellow in an area.
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.
KGE3D.org
Now Kochol game engine has an official site http://kge3d.org
I hope this site become a good community for KGE users.
I hope this site become a good community for KGE users.
Wednesday, May 5, 2010
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
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.
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.
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
Sunday, January 3, 2010
Multi stream added
I added multistream to the engine which was introduced in GPU gems 2 book. When I test shadow mapping with multistreaming I gain 7% speedup.
I also work on a new shader design that is XML based and add flexibility to the engine for shaders.
This design is not artist friendly but it is programmer friendly instead.
I also work on a new shader design that is XML based and add flexibility to the engine for shaders.
This design is not artist friendly but it is programmer friendly instead.
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