kurtkz
Member
Hey all,
I've been lurking around these forums since receiving my Wiz in April (it was a bit of a mission and a bit pricey seeing as I'm in South Africa). I figured that since I have some down time at the moment, I should probably contribute something to the community...so I decided to develop a 2D/3D game engine for the Wiz that is built on top of the DaVinci "game engine" (really just utility classes). Dev is going a little slowly since I haven't used C++ since around 2003, but I've completely a large chunk already:
- key-frame animated meshes
- animated sprites
- bitmap fonts
- screenshot grabbing/recording
- .KTX (Khronos texture) support
- UI system
- menu system (simple, radial)
- screen transition effects (wipes, fades)
- 2D + 3D camera
- touchscreen gestures
- scriptable materials
- spatial hierarchies (octree + quadtree + 2D layered)
- batch optimized sprite renderer
- batch optimized mesh renderer
- batch optimized text renderer
- GLES lighting (point, spot) with importance light sorting
- blob shadows (automatically aligns to surface normal and scaled according to distance)
- 2D/3D particle systems with particle batching
- mesh collision detection (AABB-AABB, OBB-OBB, OBB-triangle, sphere-triangle, sphere-AABB, sphere-OBB)
- camera->focal object occlusion detection & correction
- physics controller for dynamic and static collision handling & resolution (with collision callbacks)
- sound + music support
- simple 2D/3D positional audio
I plan on writing the editors in C# once the engine is done. I've started on the file format converters:
- Quake MDL support (grouped frames are unsupported currently)
- Quake MD2 support
- DeleD scene support
- WaveFront OBJ scene support (multiple objects, material files as well, Blender export works too - subdivides large meshes)
- WaveFront OBJ model support
- basic VRML 1.0 support
- converts raw images recorded in engine to animated GIFs
Cheers
Kurt
I've been lurking around these forums since receiving my Wiz in April (it was a bit of a mission and a bit pricey seeing as I'm in South Africa). I figured that since I have some down time at the moment, I should probably contribute something to the community...so I decided to develop a 2D/3D game engine for the Wiz that is built on top of the DaVinci "game engine" (really just utility classes). Dev is going a little slowly since I haven't used C++ since around 2003, but I've completely a large chunk already:
- key-frame animated meshes
- animated sprites
- bitmap fonts
- screenshot grabbing/recording
- .KTX (Khronos texture) support
- UI system
- menu system (simple, radial)
- screen transition effects (wipes, fades)
- 2D + 3D camera
- touchscreen gestures
- scriptable materials
- spatial hierarchies (octree + quadtree + 2D layered)
- batch optimized sprite renderer
- batch optimized mesh renderer
- batch optimized text renderer
- GLES lighting (point, spot) with importance light sorting
- blob shadows (automatically aligns to surface normal and scaled according to distance)
- 2D/3D particle systems with particle batching
- mesh collision detection (AABB-AABB, OBB-OBB, OBB-triangle, sphere-triangle, sphere-AABB, sphere-OBB)
- camera->focal object occlusion detection & correction
- physics controller for dynamic and static collision handling & resolution (with collision callbacks)
- sound + music support
- simple 2D/3D positional audio
I plan on writing the editors in C# once the engine is done. I've started on the file format converters:
- Quake MDL support (grouped frames are unsupported currently)
- Quake MD2 support
- DeleD scene support
- WaveFront OBJ scene support (multiple objects, material files as well, Blender export works too - subdivides large meshes)
- WaveFront OBJ model support
- basic VRML 1.0 support
- converts raw images recorded in engine to animated GIFs
Cheers
Kurt