Tuesday, November 24, 2009

Starting from scratch...again?

One of the most intriguing aspect of the game development is the tendency to hide the knowledge.
This is one of the most stupid thing that we human can do: hide our knowledge.
Why that?
Lack of self-confidence, company ripoff of staffs, and many others...I think it would be very useful to study some System Engineering and Systems in general.
Maybe a lecture like 'The web of life' could be REALLY USEFUL.
Sharing of knowledge let other people to improve what you are working on: think of the open source.
One day...the gaming industry will be more open, and maybe not every company will start its own engine because it has no money to buy one! :P

Sorry for the rant...but I like sharing ALL, because I find that everybody can learn you something, even a 'negative person': it teach you what NOT TO DO!

Apart from that...I've started rewritting the engine, to go multithreading and to apply all the knowledge I'm building now. Nothing more than an engine to understand the base of all the game development and to experiment new things...
The third iteration of Hydra (codenamed 'Turgid') will be available also on SourceForge.
I'm pretty excited about it, because I can concentrate on different aspects every time!
The first iteration was about...EVERYTHING! Two years ago, I've know nothing about game engine programming. So I studied all from scratch, trying to create a base renderer.
The second was about shaders: I wanted to develop and to investigate the beautiful world of shaders! It ended in a Light-PrePass renderer with shadow maps, screen space ambient occlusion, lightshafts, hdr...many interesting things!
What about the third? I want to enter the multithreading world, I'm really fascinated about it. Also, I want to extend the engine to became a more robust and complete framework, including also a small editor, some physics, AI and sound! And...continue studying special effects, shaders, DirectX11...
The last thought about the third iteration is about the multi-platform development: the actual design had taken in account the possibility to use OpenGL and to run under Linux and MacOS; about this...time will tell!
I want to update this blog more frequently and take many screenshot of the work in progress...

Stay tuned!

Friday, November 13, 2009

Moving forward: Portals, DX10, Multithreading!

REALLY busy time, luckly!
We are working hard and beautifully in my company...we are experimenting and learning new things, so it is a great time!
In my spare time, apart from learning playing flamenco and jazz, going gym, reading many books (Robbins, Dills, Dyer...) , I'm studying some interesting things: Portals, Dx10 and Multithreading!
Currently I'm implementing a simple Portal System, and designing a completely rewritten game engine that takes in account the multithreading as the base brick of all the structure...this is really fascinating, because nowadays most applications are single threaded and the multithreading is added AFTER the creation of the project.
I've installed Windows 7 on my laptop, and I have to admit that it seems a good operative system: vista-eye-candy, nearxp performance. That unlocked the doors to Directx10, with all the goodies that cames from...the Directx11 also can be used, but on a Geforce8600m gt there is no room for that!
So basically...time to study. Hope to post some screenshots of the portal system soon!