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!