polymorph engine

Switching to Ogre 2.1

Just compiled the latest version of Ogre, little guided tour of the samples showing the new features. First and one of the biggest improvement is the new PBR materials. Demo with 128 lights with baking. Demo of radiosity. Shadows definition. And terrain module, with modifiable sun position. There is some work to get this new

Manipulation of gravity through a plumb line A…

Manipulation of gravity through a plumb line. A plumb line is a cross-cultural representation of the gravity vector ref. In this case, by manipulate it, you modify the world gravity. Even if it is the exact opposite of the common sense, i think the analogy is clear enough to avoid any explanation.

PLine a class to draw lines It might…

PLine, a class to draw … lines! It might seems stupid, but drawing lines is no the default purpose of a game engine. Drawing a line that connect 2 objects for instance is painfull to do with a parallelepiped, especially when you need its thickness to stay constant! The class PLine is there to help.

1K spheres 7 static boxes It has been…

1K spheres, 7 static boxes. It has been a hard day: the communication between Bullet and Ogre has been completely reviewed: update of the physical world is now linked to the Ogre rendering cycle through Ogre::RenderQueueListener, meaning a more consistent frame cycle; PObjects (any renderable object in the scene) are smart enough to update the

Popcorn example in engine

A new “popcorn” example showing how to enable physics on objects is available in the engine. It is not finished yet, and will help fine-tuning the relation between ogre and bullet (engine-level).

from world space to camera space [PE]

New example showing how to go from world space to camera space. A bit of explanation. The black sphere is attached to the pink camera. Therefore, it is located in the camera space, meaning that its position, rotation and scale depends on the camera ones. By default, the sphere is static in the point of

Currently working on PCamera class a class to…

Currently working on PCamera class (a class to manage … camera!). The new samples/0.1/example.cam shows how to create one and render it onto a texture. In these images, the pink texture on the cube is the rendering of the camera rotating in the center of the scene, the tall pink cone. It is very ogry

New example ready for skeletons manipulation In the…

New example ready for skeletons manipulation. In the example, the skeleton debugging is enabled by default. It shows the bones hierarchy and the local orientation of each bone. There is 3 transformation spaces for bones, inherited from Ogre3D: LOCAL PARENT WORLD All methods to get or set orientation, scale and position are sensitive to this

Working on a debugging view for skeletons a…

Working on a debugging view for skeletons, a good way to learn how #ogre3d is storing skeletal data. There’s a scaling issue: the points in the face are not correctly placed, they should be at the lips borders, at the basis of the nose and closer to the eyebrows. The visualisation is not the same

Preparation of a 3d model for skeleton example…

Preparation of a 3d model for skeleton example. The model is from Sophie Kahn and distributed by #additivism (their selection is really good!). Image of the model in the 3d additivism cookbook: First step was to reduce (a lot) the number of faces of the model ( around 75% ), generate a UV map and

Cool day today the creation of the example…

Cool day today: the creation of the example.glitch was quite fun. The example demonstrate a bit more extensively the usage of the ogre’s compositor (see here) and the interaction with shaders. If you test the example, ckeck CustomApp::createCompositor: you’ll find comments about how to interact with the shader’suniform. The superb model in this scene is

New example about compositor and shader example compositor…

New example about compositor and shader (example.compositor). The example concerns the definition of a custom compositor. In Ogre3d, a compositor is a serie of post-processing nodes attached to the camera. It is the place where the image displayed at each frame is created. In the example, there’s a shader attach to the background of the

Polymorph Engine on ArchLinux

Thanks to the great work and tutorial from @frankiezafe, I managed to compile and run the basic examples of Polymorph on an ArchLinux system. I had to make a few changes to the documentation and find the right flags for some libraries (instructions here). But everything seems to be running smoothly. More tests to come

Big revision of the repository structure this morning…

Big revision of the repository structure this morning. assets: contains blender project & python scripts, ogre 2.0 materials, puredata & processing patches; custom: Ogre classes overload or common configuration files, to deplou in SDK folder; empty.0.1: an empty project to start with; package: the polymorph engine, containing source code; samples: a folder containing examples to

First version of an installation script for linux…

First version of an installation script for linux is ready. It updates system libs, gather repositories, compiles and installs a big bunch of libraries and finally launch a basic example. Test machine specs: xubuntu 16.04 64bits (running in a VM) 4 core CPU 2048MB of RAM a weak internet connection Complete duration: 25m. Find the