Status

Testing different profiling tools on the engine Even…

Testing different profiling tools on the engine. Even if the performance analyzer seems very nice, plenty of graphics and tabs, i will keep on with valgrind for the moment, as it does what i need (memory leaks detection), and also because i get what it does much more easily than the tool of oracle! Valgrind,

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.

Cello Fortress Up to four players use controllers…

Cello Fortress, Up to four players use controllers to navigate their tank, using one stick to move and the other to shoot. They dodge bullets and attack the turrets. At the same time, the game analyses the notes played by the cellist, as picked up by a microphone. Aggressive notes activate the burst-cannons, dissonant chords

same video on peertube a bit more than…

(a bit more than a technical demo this time) After finishing the work on shadows, it was time to play with the different materials possibilities. To explain a bit what you are seeing: at the top left, the 3 textures containing the shadow maps; transparent walls (wireframes) are not take into account in the shadow

Ogre3d really deserves some attention to deliver its…

Ogre3d really deserves some attention to deliver its full potential. A good example is the management of different version of shaders in a single program. In the image here above, the graphical cards are very different: the laptop has a low-end integrated intel chipset, the workstation is working with a GTX 980. The supported opengl

Visualisation of contact events in the engine Wireframe…

Visualisation of contact events in the engine. Wireframe objects are the actual physical objects. The small plain spheres are placed at the position of the contact (or the average of all points), and reacts to impulse. Impulse is one of the components of the forces applied on the objects while bullet resolves the world. Legend:

Working on an easy to deploy shadow…

Tech info: 3 splits, 4096, 2048 & 1024 maps, 2 pass materials on all objects, gpu: GTX 980. Working on an “easy” to deploy shadow system for the engine. The work now is to make the activation of these as simple as possible. For the moment, the activtion has to be done manually through many

It has been an hardcore saturday evening i’ve…

It has been an hardcore saturday evening: i’ve struggled with Bullet for 3 hours, and, finally, i’m able to get all bullet events in my code, without having to “manually” asking to each object “are you touching somebody?”. It’s a bit weird, but to achieve this you have to plug a static method on the

Working an important refactoring of the classes for…

Working an important refactoring of the classes for the next release of the engine (v0.2). The works will starts beginning of 2018. There is a complete description of the new classes here: https://bitbucket.org/polymorphteam/pe.2.0/wiki/pobject