Jan 12th, 2011 @ 20.39

It’s been a long time since my last post. Well, I finished my studies about three months ago and can call myself a “Master of Science” now. Then, I started working full-time at Trinigy as a Software Engine Engineer. So I don’t have much time to work on the Vergence Engine but I won’t let it die. Here is a short overview of the new Toolset I am working on as my Master Thesis (which can be downloaded >here< or watch my presentation >here<. Both are in german, sorry about that) which is called VrgStudio:

The Editor is based on a Multiprocess Plugin Architecture resulting in a high flexibility and stability. The following picture shows the basic architecture:

architecture

The Graphical User Interface, built on top of Qt, is defined in XML-Files and a Scripting Language. Currently I am only using JavaScript powered by Google’s V8. This allows me to edit the GUI and some of the functionalities (the scripted ones) during runtime of the editor.

The pics below show the basic Level Editor and a Curve Editor which enables easy animation over daytime, for example the color of the sun as shown in the shot.

leveleditor curvecontrol

I also implemented a small Resource Browser which is still lacking thumbnails for resources other than textures. This browser is largely implemented in JavaScript and provides a realtime filter by keywords.

resourcebrowser

This was only a very short overview of what the editor can do. Feel free to ask any questions if you are interested in any details.

Jul 28th, 2010 @ 21.35

Today I gave a presentation at the first Summer University at the HdM. The last two days, Andreas Stiegler talked a lot about engine architecture, gameobjects and making everything ready for multiplayer games. I talked about how to connect a render pipeline to the engine and also about deferred rendering and lightprepass renderer. You can watch the slides here:

Or download as pdf. You can also watch my talk here.

Jan 19th, 2010 @ 18.09

Last week, I started working a bit on the Resource Handling of my engine. So first of all, I fixed the asynchronous loading mechanism (there was a lot of evil threading stuff in it). Hopefully it runs smooth now. After that I implemented a feature that I call “hot-swap resources”, which means I can switch any resource at run time. For Example, I edit a texture, save it and go back to the engine and the texture gets reloaded automatically, no need to close and restart the engine. This also works with any shader, material or mesh file. Reloading is also asynchronous so you won’t notice any lags. Pretty cool stuff I think :)

Jan 4th, 2010 @ 11.17

First of all, happy new year to everyone.

During the last weeks I started implementing shadows for the sun light. This is the result:

final shadow filtering

Currently I use a regular 2k shadowmap with a 12 tap random disc PCF. You can see some noise artifact at the shadow borders. I tried a blur pass on it, but the result looked even more ugly.

Dec 15th, 2009 @ 22.40

Here it is, the first shots with multiple lights in nice colors… Christmas time! Also note the slight depth blur in the second shot…

multiple lights using deferred shading distance fog with a slight blur

still no shadows :(