Archive | Progress Update
29
Nov

State of the Engine

Since joining tri-Ace 2 years ago I have learned a lot about physically based rendering and from working on their in-house engine I have gleaned new ideas on engine design.  Not only that but I was building off a previous iteration of my engine which was mainly based on DirectX 9, meanwhile DirectX 11 has [...]

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09
Dec

[Update] Personal

I wanted to avoid posting anything personal here at all costs, but it has been so long since the last update I felt I need to explain the current state of things so that people do not misunderstand that the project is dead. It is quite far from it. I am currently working on getting [...]

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18
Aug

[Progress Update] DirectX® 11 and Reflections

It has been a while since I have posted, but only because my progress has recently been hindered greatly.  A few weeks ago my hard drive fully crashed and I had to get a new one, reinstall both operating systems (twice), and a lot of software.  I still haven’t installed everything. Then I went to [...]

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08
Jun

[Progress Update] BRDF’s, Cell Shading, DirectX 10, Windows x64, and More

Although I have not posted any updates for a while I am no slouch.  Of course given my .MAP tutorials that are still in progress it is clear that I am still working.  But that is really only the tip of the iceberg. I left DirectX 10 behind long ago but have recently been catching [...]

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11
Mar

[Update] Post Processing

Another progress update.  There isn’t much special to say about what I have added because it is fairly standard post-processing, but I felt a few screenshots would be of interest for anyone following this project. I generally lay down a solid foundation before adding any features.  I could have added post-processing long ago but I [...]

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04
Jan

iOS Support

A few weeks ago I purchased a MacBook Pro and later began the arduous process of porting the engine to iOS.  My engine is organized into mini-engines, which are each their own projects (brought together into one master project) and build into separate libraries.  The sound library, terrain library, physics library, etc.  This keeps things [...]

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13
Nov

[Progress Update] Shadows

The last progress I posted that included screenshots was when I added textures.  That was a few months ago.  While I have not had much to report since then, I have been no lazy bum.  There were many advancements, but I wanted to wait until I had shadows before I posted anything major. I am [...]

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07
Oct

Progress Update

It has been a while since I posted any screenshots or updates.  Rest assured, I am working on the engine constantly and have made a lot of progress, but mostly foundation work.  A solid foundation leads to a stable and easily made future.  In a previous company, long long ago, for the first time, I [...]

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09
Aug

[Progress Update] Normal Mapping/Transparency Mapping

In just a short time after getting texture support, support for transparency textures and normal textures has also been added.  Because these subjects are well documented online, tutorials on how to support them will not be provided here.  This is simply a progress update so that anyone following the progress of L. Spiro Engine can [...]

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31
Jul

[Progress Update] Textures: That’s a Go

Support for textures on 3D models took quite a while to add.  There were many sub-systems to put into place so that I could make a texture system easily upgradable to support multi-textures, normal maps, reflection maps, etc.  These changes spread across the graphics library and model library, and included foundation groundwork related to the [...]

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