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Re: BlendELF Debug View [Re: Joey] #311924
02/22/10 10:35
02/22/10 10:35
Joined: Jul 2004
Posts: 1,924
Finland
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Ambassador  Offline OP
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Finland
Yeah its just a shader. Since its written in GLSL, it doesn't work on DirectX and my engine doesn't even have a DirectX render. Not sure will I ever implement a DX renderer, the architecture of the rendering in the engine would allow that to be done pretty easily I think, so if I ever decide to properly learn DX, then I might just implement a renderer for DX too wink. But for now, just OpenGL wink.

As for other engine features: simple physics are already in (BOX, SPHERE, TRIMESH collision shapes, adding force and torque, setting velocity), joints and more collision shapes will probably come later on. Also collisions register to the objects and rays for the user to read (collision position, normal, depth, colliding object).

Light and scene management is pretty simple at the moment. Some simple occlusion and light culling is in already, will work on that more when I get to it (as said, the current priority is to finish stuff for Alpha 3, for example the fbx converter)

User interface elements are completely skinnable (actually there are no default skin elements for them so you HAVE to skin them). The following user interface elements are implemented: Labels, Button, Pictures, Text Fields, Screens, Sliders (more like gauges, works similarly to a slider), Text Lists, Check Boxes

Re: BlendELF Debug View [Re: Ambassador] #312323
02/24/10 09:16
02/24/10 09:16
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
that's a quite impressive list. i'm looking forward to hearing more about your engine =).

BlendELF Alpha 3 Released! [Re: Joey] #315144
03/13/10 14:19
03/13/10 14:19
Joined: Jul 2004
Posts: 1,924
Finland
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New release, BlendELF Alpha 3, this time with tutorials!

Website: http://blendelf.com
Development kit thread: http://forum.blendelf.com/viewtopic.php?f=3&t=12
Tutorial thread: http://forum.blendelf.com/viewtopic.php?f=4&t=18

Whats new?
- open source!
- fixed a lot of bugs
- vsync automatically turned off
- disable window resizing
- new gui objects: text fields, screens, sliders, text lists, check boxes
- register collisions
- ray cast
- debug draw
- dropped xml format for binary only (easier to manage)
- enhanced the quality of DOF and bloom
- user controllable main loop
- new features to the blender exporter

Last edited by Ambassador; 03/13/10 14:23.
Re: BlendELF Alpha 3 Released! [Re: Ambassador] #315156
03/13/10 15:54
03/13/10 15:54
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Thank you so much for sharing your engine. This engine really interesting especially Lua, Bullet, cross platform, blender exporter, open source, just those are extremely hard to find something similar on the engine market.

Re: BlendELF Alpha 3 Released! [Re: Ambassador] #315157
03/13/10 15:55
03/13/10 15:55
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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Wow, nice to see that as an Open Source project!

Just a quick question, can I try to port/run it on OS X? (Or does it already run?).


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: BlendELF Alpha 3 Released! [Re: WretchedSid] #315161
03/13/10 16:10
03/13/10 16:10
Joined: Jul 2004
Posts: 1,924
Finland
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@Sylar

Please do try to port it! I don't have a OS X port yet. It should compile on it just fine as long as you link with the necessarily libraries and have the include files available. You can see what libraries BlendELF uses from the Makefile or the LICENSE.txt file.

Re: BlendELF Alpha 3 Released! [Re: Ambassador] #315163
03/13/10 16:25
03/13/10 16:25
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Cambridge
I've got one question. What criteria did you choose for your model format? Do you use a proprietary one?

Re: BlendELF Alpha 3 Released! [Re: Joey] #315190
03/13/10 19:05
03/13/10 19:05
Joined: Jul 2004
Posts: 1,924
Finland
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Yeah I use my own format. There is a blender exporter, so if you want your models to blendelf and you don't use blender, you can import them to blender and from there export them to blendelf. There is a tutorial available for blender exporting: http://blendelf.com/tutorial5.html

Also, made a new video! Playing around with dof and bloom.

http://www.youtube.com/watch?v=qg7_N2-H4Wg

Re: BlendELF Alpha 3 Released! [Re: Ambassador] #315902
03/19/10 22:12
03/19/10 22:12
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Posts: 1,218
Germany
Hehe^^, on the sphere Demo i have 240 fps and on the tommy demo i have 400fps.
So, enough space for MOOOORE^^.
(ATI HD 4870 wink )

The engine looks great, did i miss something or doesnt 3dgs offer a shadowmapping shader yet?( i know slin and others worked on some but always had some problems)


Greets
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: BlendELF Alpha 3 Released! [Re: Rackscha] #316797
03/26/10 17:42
03/26/10 17:42
Joined: May 2009
Posts: 445
Peine, Germany
Razoron Offline
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Razoron  Offline
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Posts: 445
Peine, Germany
Interesting!
I tried your first Tutorial, but when i execute BlendELF.exe, i get an error that my execution configuration or something is wrong. I'm using XP at the moment.

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