Tuesday, October 28, 2008

Long time...

It is a long time since my last post.
Many things have changed, and many were improved!
First of all...I've done it! I'm working in the game industry! In september I've began working @ Gd-Mind, a small game company located here in Rome. The peoples are great, Tiziano Lena (Lead Prog) and Gabriele Barlocci (Senior Prog) are quite great masters...and day after day they teach me many new things.
The Hydra Engine finished with a small demo, but during the entire process it teached me many stuff about engines and now I'm thinking of starting a new engine from scratch, the old architecture is quite too complex. The engine included NVidia PhysX for physics and lua for scripting, because of the will to expand to a game engine and not a mere graphic engine. But this lead me to think about a new and more simple architecture, and choose to support only a graphic API.
Stay tuned for more info about the next steps...

Wednesday, March 26, 2008

The power of design...

The step is done. Friday I've done the design of the new architecture, that will allow a multi-platform/multi-render development of my engine, all based on libraries. So I wrote down all the subsystems, the new engine tree, and the code came up from my fingers during friday night.
The result is an SDK, useful to create demos and applications focusing on the apps and not on the renderer or the OS.
I feel very satisfied about it, it is modular and let me concentrate on the next steps: developing an OpenGL renderer and a OpenGL/Linux application, to let the engine be developed with my two main OS.
I'm working also on an embedded version of the engine in WxWidgets, so I can create some useful tools to build shaders, scenes, and stuff like that.

Casper: today he will become Software Engineer. With the max possible rank. Congratulations!


P.S. I'm Demiurge. The second is Casper...and the next?

Wednesday, March 19, 2008

First milestone!

The time has come to close the first milestone of my little engine.
Some basic features, but still important (like a full math library, geometry and texture importer from 3Ds files,
render to texture and basic shader, basic camera and scene managment).
And now a new need.
The need to move to multiplatform/multirenderer architecture, the need to see it in every way possible.
I'm still confused about the solution to this problem, cause the windows development was fast and easy with visual studio 2005 and DirectX9, but more satisfaction is yet to come.

It's time to design - how to build over different platforms.
It's time to design - how to let my brother work on our dream.

Welcome Caspar!

Friday, February 1, 2008

Render to texture

Finally the times come.
The times to develop one of the most useful feature of an engine: render to texture!

Here is the link to my simple scene...rendered 2 times: one to create the texture and another to
create the real scene!
http://i110.imagethrust.com/images/
2YVi/view-image/hydrarendertotexture.html

I like it...it begins to take shape...

BREAKING NEWS!

It's time to grow up...I'm pleased to announce that Casper, my best friend and brother, joined me in this adventure.
Say Hi to Casper!

Bad Fool Prototype

Thursday, January 24, 2008

Gentlemen, start you engines!


Be prepared...
This is only a trial...
To share some notion,
to learn new stuff.
To put answers and
find new questions.

A solid backup of
ideas and solutions.