The Blog

A Humble Start

I started the engine January 2011 from scratch.  There was a lot of groundwork to be laid before any visible result could be obtained.  In order to support all of the target platforms I wish to target, I had to make an entirely new shader language (L. Spiro Shader Language).  Since my engine is entirely shader-based, this meant no visible result at all for several months.

In addition, STL is not particularly suitable for games.  Read here for some of the many reasons why.  I had to rewrite much of the standard template library from scratch and a sturdy, fast, and feature-rich memory manager as well.  In order to make a proper model file format I had to write a compression algorithm (similar to LZW, but modified), and I made nearly all of the sound library in the meantime.  It is no wonder it has taken so long to get a visible result.

But finally there is a result:

Hard to believe this is going to be a next-generation game engine, isn’t it?  But it will.

The early results are not impressive (it doesn’t even support texturing yet), but there is an impressive amount of technology behind this result, which will be explained in posts in other categories, and on the forums.

There isn’t much to see now but it is off to a great start.  It is 100% stable and has no memory leaks.  Because I have no deadline I can implement each feature properly and fully before moving on, and every square inch has been tested.

Sort these blog entries by category to read about the parts that are of interest to you.  I will be posting in chronological order in each section, building on what was said in previous posts, and I hope you will find this site helpful and entertaining.

 

 

L. Spiro

About L. Spiro

L. Spiro is a professional actor, programmer, and artist, with a bit of dabbling in music. || [Senior Core Tech Engineer]/[Motion Capture] at Deep Silver Dambuster Studios on: * Homefront: The Revolution * UNANNOUNCED || [Senior Graphics Programmer]/[Motion Capture] at Square Enix on: * Luminous Studio engine * Final Fantasy XV || [R&D Programmer] at tri-Ace on: * Phantasy Star Nova * Star Ocean: Integrity and Faithlessness * Silent Scope: Bone Eater * Danball Senki W || [Programmer] on: * Leisure Suit Larry: Beach Volley * Ghost Recon 2 Online * HOT PXL * 187 Ride or Die * Ready Steady Cook * Tennis Elbow || L. Spiro is currently a GPU performance engineer at Apple Inc. || Hyper-realism (pencil & paper): https://www.deviantart.com/l-spiro/gallery/4844241/Realism || Music (live-played classical piano, remixes, and original compositions): https://soundcloud.com/l-spiro/

2 Awesome Comments So Far

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  1. zacaj
    August 15, 2011 at 12:31 PM #

    I just stumbled upon your blog and was wondering, where you got the model. Ive had a dearth of good testing models for my own engine, though I havent actually given a good look yet.

    • L. Spiro
      August 15, 2011 at 12:35 PM #

      This link provides a few places where you can find some models, and where I found this one.
      http://lspiroengine.com/forums/viewtopic.php?f=2&t=3

      This car was free from the GFX 3D site in that post. Almost all of my models come from there.

      L. Spiro

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