Tuesday 9 February 2010

Our Work Environment

Bonne journée,

here's a REAL life camera shot of our our desks, where we are laying out our plans for world domination, in our spare time we're also developing a game.

Mendes' desk: Hank's desk:

Okay, and now a quick status report on the progress of our game (world domination plans = secret). Both the game engine and editor are going along smoothly. Actually, there was a bit of a bump in the road (more like a pot hole) where we couldn't get the ray vs mesh working properly for the editor (detailed post to come, courtesy of Mendes). There's been a lot of fixes (thanks once again to Mendes) and additions to the game engine. The status of the editor is unknown but we'll get that up on the blog soon.

Fixes:
- Models no longer NEED to have texture UVs mapped onto them,
- Rotations are working properly (x=x and y=y, not the other way around),
- Using quaternions properly for the camera transforms,
- Thanks to the ray vs mesh fix in the editor, the ray vs oobb work in the collision engine.

Additions:
- Engine supports third and first person cameras
- The engine has been encapsulated, so now it is a standalone product which games can be built on top of.
- Translucent entity rendering, there is still a bug here where translucent entities cannot be seen behind each other.
- Scene graph

What's on the TODO list:
- Fix the collision engine.
- Saving and loading of level data
- Event Management
- Particles
- Editor
- AI
- Gameplay
- Audio
- Optimise everything, that includes the shaders!

Extras:
- Simple streaming system
- Rigid and soft body physics
- Multi thread optimisations
- Water rendering
- Volumetric lights/god rays
- Rim light?
- Anti-aliasing
- LoD for terrain

1 comment:

  1. @Yorrick: Dats a really old pic, ur wallpaper has changed significantly since then, innit?

    ReplyDelete