kocholgp.blogspot.com
Game Programmer Blog: Refraction
http://kocholgp.blogspot.com/2010/05/refraction.html
Wednesday, May 5, 2010. 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. Is a 3D world editor build with KGE. Subscribe to: Post Comments (Atom). Project page in sf.net. Alpha test in shadow map. There was an error in this gadget. Picture Window template. Powered by Blogger.
kocholgp.blogspot.com
Game Programmer Blog: Alpha test in shadow map
http://kocholgp.blogspot.com/2010/05/alpha-test-in-shadow-map.html
Wednesday, May 5, 2010. Alpha test in shadow map. The alpha test implemented in engine and shadow map renders meshes with alpha test. Khaste Nabashi Agha Kochol. khoshhalam mibinam hanooz dari enginet ro tosee midi. yadesh bekheir ghadimha. Sasan dracula 59@yahoo.com. May 31, 2010 at 3:32 PM. Subscribe to: Post Comments (Atom). Project page in sf.net. Alpha test in shadow map. There was an error in this gadget. Picture Window template. Powered by Blogger.
kocholgp.blogspot.com
Game Programmer Blog: May 2010
http://kocholgp.blogspot.com/2010_05_01_archive.html
Wednesday, May 5, 2010. Alpha test in shadow map. The alpha test implemented in engine and shadow map renders meshes with alpha test. Links to this post. 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. Is a 3D world editor build with KGE. Links to this post. Subscribe to: Posts (Atom).
kocholgp.blogspot.com
Game Programmer Blog: October 2009
http://kocholgp.blogspot.com/2009_10_01_archive.html
Saturday, October 24, 2009. I added Ray-Triangle intersection test to the engine. First I want to use PhysX for doing this but this library does not support dynamic triangle meshes it means I can’t change the mesh data very frequently with a reasonable speed so I decide to write my own Ray-Triangle intersection test. The next thing I worked on this week was on getting the ray from screen coordinates and this part work good too. Links to this post. Subscribe to: Posts (Atom). Project page in sf.net.
kocholgp.blogspot.com
Game Programmer Blog: Working on a script language
http://kocholgp.blogspot.com/2010/04/working-on-script-language.html
Saturday, April 24, 2010. Working on a script language. 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 also test CS speed against Angle Script and CS was 6 times faster than AS. Subscribe to: Post Comments (Atom). Project page in sf.net. Shadow map and PhysX. Working on a script language.
kocholgp.blogspot.com
Game Programmer Blog: July 2010
http://kocholgp.blogspot.com/2010_07_01_archive.html
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. Links to this post. Now Kochol game engine has an official site http:/ kge3d.org. I hope this site become a good community for KGE users. Links to this post. Subscribe to: Posts (Atom). Project page in sf.net. Normal map for terrain. There was an error in this gadget.
kocholgp.blogspot.com
Game Programmer Blog: Shadow map
http://kocholgp.blogspot.com/2010/03/shadow-map.html
Monday, March 1, 2010. 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. Subscribe to: Post Comments (Atom).
kocholgp.blogspot.com
Game Programmer Blog: April 2010
http://kocholgp.blogspot.com/2010_04_01_archive.html
Tuesday, April 27, 2010. Shadow map and 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. Links to this post. Saturday, April 24, 2010. Working on a script language. Currently I am creating a new scripting language called Cyrus Script.
kocholgp.blogspot.com
Game Programmer Blog: Normal map for terrain
http://kocholgp.blogspot.com/2010/07/normal-map-for-terrain.html
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. This looks pretty cool. July 7, 2010 at 1:18 AM. Ye sari be zge.blogfa.com bezan. Khoshhal misham ba ham hamkari dashte bashim. July 20, 2010 at 1:06 PM. Subscribe to: Post Comments (Atom). Project page in sf.net. Normal map for terrain. There was an error in this gadget.