Archive for the 'Personal' Category

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:

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.

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.

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.

Oct 31st, 2009 @ 09.31

Yesterday I gave a presentation at the gamesday at my university. The talk was about realtime lighting, especially about deferred and light prepass rendering. You can watch the slides here:

Or download as pdf

As soon as the videostream is ready, I will post the link here.