July 5, 2009
Conspiracy Engine First Render!
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:
Feel free to comment! π
Jacob said,
July 5, 2009 at 12:13 pm
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,
July 5, 2009 at 12:21 pm
Well thank you! π 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! π
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! π
I’ll be keeping you posted, thank you! π