July 5, 2009

Conspiracy Engine First Render!

Posted in Computer Graphics tagged , , , , , , , , , , , , , , at 12:23 am by sagito

And finally, here it is! The Conspiracy Engine first rendered screenshot! Well, it consists of a single teapot lit by diffuse and ambient lighting using Gouraud shading, some text on the screen, one camera (so far), and two lights (one ambient and a point light). It is not something amazing, but this is only the first nice render screen of this engine! And what is most impressive is that this is not a standard DirectX teapot, but a 3DS Max exported teapot, which was loaded using my 3DS Exporter and Importer, presented below. I changed the code a bit to support materials and textures and also to optimize it a bit… Please note that the normals are still not being saved directly, so the lighting can look a bit awkward…

Here is the screenshot of my new engine:

Conspiracy First ShotConspiracy First Shot

Feel free to comment! πŸ˜€

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2 Comments »

  1. Jacob said,

    We wants material definitionz being parsed as well. Especially bump :P. Cause then we can rule zi wurld. What about cameras and animations? Don’t forget to post everything. Keep that Prt Sc key constantly pressed.

    Moar ;P

    • sagito said,

      Well thank you! πŸ˜€ In this engine, and going against everything I have done in the past, I have considered that every material definition has the possibility of defining maps. A map can be either a texture, a bump map, a normal map, etc! I hope that this will give it possibilities of expansion that the previous engines did not have…

      About cameras, I have implemented free cameras (you can roam around like a normal First Person Shooter) and look-at cameras!

      Animations are also granted by the usual DirectX timing stuff, but I still couldn’t find a way of exporting them from 3D Studio Max in order to put those in my CMF file format. However, I’m working on it! πŸ˜›

      At the moment, I’m defining a topmost layer which will control the entire engine, using the Adapter and Facade software patterns. I will also introduce an Interpreter pattern in order to read from a definition file later. Besides that, I’m also working on Picking, Collisions, a Skybox framework and a particle engine! πŸ˜‰

      I’ll be keeping you posted, thank you! πŸ˜€


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