Today's post is just a report on Revolution engine v0.5 progress.
First of all I want to say what we should expect from this version. Since 0.5 means half-way to 1.0, half-way to complete the engine, I'm creating a very reliable version. Why C++? well, I really belive that any good Game Engine nowadays must be written in C++, or at least in some Object oriented language. Most C++ capabilities of C++ can be easily emulated in C, but this leads to uggly, buggy code.
This is the last time I'm writting the engine from the scratch, so next versions are going to be written on top of 0.5, and much of the code is gonna be kept. So if I'm keeping some code, it must be on the final language, and I must be sure it's reliable, modular, bug-free, and all those things.
This is good, since now on we're going to enjoy a much more robust and reliable engine.
And it's good because finished code can be documented, wich will help everybody start using the engine.
Documentation, testing and debugging take a lot of time and effort, so developping the engine is now a bit slower.
Now it's time to some aproximated figures:
-Code development: about 70% to first alpha release
-Documentation: First stages
-Testing: First stages
I Know it's not much, but be patient ;)
Thank you all.
Sunday, September 27, 2009
Monday, September 7, 2009
Saturday, September 5, 2009
In Development Screens of Rev 0.5
First screens of Revolution engine 0.5
Version 0.5 is the first C++ version of the engine, much more robust and reliable than earlier versions and further more documented ;)
It's still under development, of course, and nowadays these are the only working features:
Rendering system
-3D Nodes based
-Multiple Viewports (Split screen)
-Multiple Cameras
-SkyBox rendering
-Model loading (rms)
Lighting system
-Software lighting
-Directional lights
Miscellaneous
-Boosted initialization code
-Time Wrapping effects (e.g. Bullet time)
-Correct screen blackout at start
No more delay, here are some screens:
+(WinCE).bmp)
+(WinCE).bmp)
.bmp)
.bmp)
Ah, remember that thought version 0.5 alredy is under development, 0.4 keeps being developed too.
Bye!
Version 0.5 is the first C++ version of the engine, much more robust and reliable than earlier versions and further more documented ;)
It's still under development, of course, and nowadays these are the only working features:
Rendering system
-3D Nodes based
-Multiple Viewports (Split screen)
-Multiple Cameras
-SkyBox rendering
-Model loading (rms)
Lighting system
-Software lighting
-Directional lights
Miscellaneous
-Boosted initialization code
-Time Wrapping effects (e.g. Bullet time)
-Correct screen blackout at start
No more delay, here are some screens:
+(WinCE).bmp)
+(WinCE).bmp)
.bmp)
.bmp)
Ah, remember that thought version 0.5 alredy is under development, 0.4 keeps being developed too.
Bye!
Saturday, August 29, 2009
Critical bug in alpha 3
There is a bug in the current release of alpha 3. When you try to assign a material to a visible Object, the wii hangs in the middle of the render process. I'm still trying to figure out why is this, but in the meantime i suggest using alpha 2 instead.
Thursday, August 27, 2009
Alpha 3 released
Revolution engine Alpha 3 is released. You can check it in the downloads zone, as usual, in www.revolutionengine.tk. Rmd format isn't supported yet, so please keep using the Rms instead.
Now I have one more piece of news: C++
I've started to write a C++ version of the engine. Hopefully it will be easier to use and more efficient in object oriented tasks (most of them in a game engine). More details in next posts ;)
Now I have one more piece of news: C++
I've started to write a C++ version of the engine. Hopefully it will be easier to use and more efficient in object oriented tasks (most of them in a game engine). More details in next posts ;)
Tuesday, August 25, 2009
Model Viewer Video
This is just the first video of the Under-Development Model Viewer for Revolution Engine 0.4.
Since Revolution Engine is supposed to be a full Game engine, it will have it's own editors and viewers, and Model Viewer (or Object Viewer, name is not decided Yet) is just the first of them.
Enjoy
Thursday, August 13, 2009
Bugfixes update
Revolution Engine v0.4 alpha 2's been updated to fix some bugs and add little improvements (e.g. a camera creation function). Some other things have also been included (as a new type of material). Remember that Rmd format is not supported yet, please wait to alpha 3. I've also found some bugs in the converter and will update it with the fixes as soon as i finish the specification and the loader.
Oh I almost forget, specular maps alredy work in basci material.
Enjoy the update!
Oh I almost forget, specular maps alredy work in basci material.
Enjoy the update!
Monday, August 10, 2009
File Converter and Rmd format
I'm working on a better and faster file format for models in Revolution engine.
When it's finished it will support both static and animated models, triangle faces, quad faces, triangle strips, various uv sets, and a more things. It will be called rmd (stands for Revolution MoDel) and first revision will be supported in v0.4 alpha 3 (work in progress). It's basically a binary format based on nested lists and is designed to be loaded without recursive readings. Speed, light-weight, and flexibility.
You can download the first release from the web (includes source code) and I'll try to post the specification as soon as I can.
See you!
When it's finished it will support both static and animated models, triangle faces, quad faces, triangle strips, various uv sets, and a more things. It will be called rmd (stands for Revolution MoDel) and first revision will be supported in v0.4 alpha 3 (work in progress). It's basically a binary format based on nested lists and is designed to be loaded without recursive readings. Speed, light-weight, and flexibility.
You can download the first release from the web (includes source code) and I'll try to post the specification as soon as I can.
See you!
Tuesday, August 4, 2009
Revolution Engine 0.4 alpha 2
.bmp)
The second alpha of Revolution Engine is ready to download.
Here is a list of improvements compared to alpha 1:
-Boosted Nodes system (initNode, attachNode, etc...)
-The size of some structures has been optimiced
-Materials now work for real (some problems remain, see notes below)
-Added a Screenshot function (So I want to see more of your screenshots :) )
-Some bugs fixed
Download
Note About materials: Now, when you add material to an object it no longer dissapears. However, materials are not fully supported yet since specular maps don't work properly. You can use materials with specular color, diffuse color, alpha (diffuse color alpha), glossiness (as specular color's alpha), specularity and diffuse maps (replacing diffuse colors). All that stuff should work properly in Basic materials. Masked materials are not supported yet.
Tuesday, July 28, 2009
tutorials, comming soon
Thank you everyone that follows this project. Today I just want to say that i'm preparing a few tutorials about the basics of using revolution engine and will release them as soon as I can, probably this week.
Thank you
Edit: However, you can post whatever you want to know in the forum. This way I can directly answer your questions, which may help others, and know more about the topics that tutorials should cover.
Thank you
Edit: However, you can post whatever you want to know in the forum. This way I can directly answer your questions, which may help others, and know more about the topics that tutorials should cover.
Subscribe to:
Posts (Atom)
.jpg)