Happ’ Christas to ev’ryon!
Seems like I’ve got the common cold as a present for this year. :(
Not really, I’ve got a Wii U with my brother and so far it’s been amazing, I really enjoy playing Zelda Wind Waker HD on it.
It’s pretty funny looking back right now on my old tool development posts and all the suffering I’ve got from implementing the matrices myself. By now it became a second nature, it’s never really a thing that I have problems with. Currently I still haven’t made any complete games yet, however it is not my goal to do so either.
I’m developing a 3D graphics engine called EyeCandy to refine my modern OpenGL skills and learn a bit of trigonometry and algebra during the process. So far shaders, textures, OBJ model loading and rendering, simple point lights and a 3D camera has been implemented and overall it’s a breeze to use the engine.
Features that will be implemented in the future:
- Better lighting system
- Collada model loading
- Advanced camera with path tracking
- Skeletal animations
- Particles (and effects)
- Noise generation (for procedural textures, heightmaps, etc.)
After the engine gets ready I’ll probably publish it as an open source project on GitHub for learning material to newbies (decent tutorials on modern OpenGL/LWJGL are extremely rare on the interwebs).
Also I’ll probably make a tech demo, maybe a benchmarking tool with the engine but we’ll see about that.
Rendering Suzan with her ~8000 vertices and a single pointlight using OpenGL 3.3 on avg. 6000FPS takes less than a 100 lines with my engine.