July 5, 2009

New Stuff!

Posted in Computer Graphics tagged , , , , , , , , , , , , , , , , , at 10:58 pm by sagito

I’m bringing you some news from the Conspiracy Engine! Since yesterday, I have been able to implement three new important things in the engine. The first is a TAL (Top Abstraction Layer) that manages the engine almost totally. This was implemented through several Adapters and a Facade pattern. It is working nicely now, and most of the code that was in the main.cpp could be hidden under this layer now, simplifying the whole thing. I will try to create a configuration (scene-graph like) file that will be loaded by this class and automagically presented. The whole engine is already prepared for that, it is just a matter of putting things together.

I have also implemented geometrical transformations. Due to the overall organization and architecture of the engine, this was much quicker than I expected and took only about fifteen minutes to complete.

Finally, I have managed to get the Picking-related stuff working. Picking is always a big headache because it envolves a lot of maths (matrix inversion between three vectorial spaces, conversions, etc), and also because it is a HUGE design problem! Why? Well, as some of you should know, Picking is the possibility of selecting an object in a 3D world through the click of the mouse. However, the mouse “lives” in 2D space while the scene is usually 3D. So, the mouse coordinates are caught up in the Input layer and must be propagated to the Object Rendering layer in order to check if some object was intersected by the ray generated by the mouse click. As you can imagine, crossing several layers many times and returning to the interface is a quite tough design job…

However, my approach tried to obtain not only quality in the design (without violating any abstraction encapsulation) and also performance. As I already need to go through every object while drawing, I figured that I could use the drawing cycles to perform picking. As every function returned void at the time, they now return the set of picked objects! This way, I shared as less code as possible (in a Aspect-Oriented Programming way) and still managed to obtain the most of the engine performance!

Now I shall work in the textures. There is not much work left, so that when I finish some last things, the game should be born! 😀 Promise that will keep you posted… 😉

June 27, 2009

Conspiracy Engine is born!

Posted in Computer Graphics tagged , , , , , , , , , , , , at 12:41 am by sagito

Hi again! My new engine is already moving… And in quite different directions at the same time! I have implemented a window manager which basically is responsible for creating a window and saving its internal state and a video driver which fires up DirectX and provides basic window painting features – i.e.: paints the window background with a chosen colour! That is very simple indeed, but from my experience with DirectX is a nice way to see if everything is working fine…

However, I’m also evolving it in some different components as I have already built an Observer Pattern Architecture. So basically, any object can now be an observer of any other object which declares itself as a subject! Events are then handled by a Mediator which notifies every one it should. How does this work? Pretty simple, the Mediator registers every subject and every observer which wants to listen from that particular subject. Then, when the subject has some new information, it informs the Mediator, which informs every observer interested in that subject! I believe that this will be a great way of passing events and notifying entities. Also, the Observer, Subject and even the Mediator classes can be easily extended in order to create or provide further specifications for this information flow.

Besides this, I have also implemented an utility class, which follows the Singleton pattern, and a custom exception handler which has already proven to be one of the greatest additions to the engine. Finally, in order to have a better memory management, every class inherits from an IObject interface, which forces its children to implement a drop method. This method is used for clearing everything from memory before leaving the program. This way, the engine becomes much more organized and clean I hope!

I will be having more news, very soon, I hope you are liking! 😀

June 22, 2009

Prototype Puzzle Site

Posted in Uncategorized tagged , , , , , , , at 11:18 pm by sagito

After some (somehow simple) work, I managed to get my first prototype working. The site can be easily parameterized through the new piece’s configuration file. To ease my work, I prefered to avoid using XML and created a rather simple syntax, somewhat similar to a scene graph which describes the data to be transfered to the page.

On to the results, the basic page looks like this:

Basic site

This page’s class inherits directly from the Piece class, which searches for configuration files on every page_load and saves the new data internally. So, I created a small configuration file, as follows:

<li><a href=”#”>Puzzle system is now working!</a></li>

When I refresh the page, the content is automatically updated, and it is now as follows:


So, I decided to try out something different and also customize the top menu, and so, I fed the piece a new configuration file with the following:

| <a href=”http://www.google.com”>Google!</a&gt; |
<a href=”https://sagito.wordpress.com”>Tiago’s Blog</a>
<li><a href=”#”>Puzzle system is now working!</a></li>

Ready, we have a different menu on-the-fly, as shown below:


Thought this could be useful for when a piece wants it’s place in the top menu! 😉 So, what must a normal page do in order to implement this architecture, so far? Very simple:

  1. Inherit the Piece class
  2. Call the Piece constructor with the Piece name. For example (from within a constructor): public _Default() : base(“Main Page Piece”) {}
  3. Get the desired information through getInfoNodeByName(string node). For example: InfoNode news = getInfoNodeByName(“news”);
  4. Fill the desired fields with this information. 🙂

And it is ready to use! However, many os these steps are very complicated and should be automatic. Also, a piece must also generate automagically the configuration/data files, which are still created manually.

So, expect further updates very soon! 😀