What is AGE ?
First of all, AGE stands for Advanced Game Engine. It doesn't really mean anything, but that makes a cool name. To make a brief summary, AGE is a game engine made in C++ and using DirectX 9 libraires (maybe OpenGL will be added later). It contains (read will contain) advanced 3D graphic management (animated models, lightning, particles, shader effects, etc..), sound management, physics, as well as some basic game function such as heightmapping, cameras and basic AI. The point of this project is to make something that works, at first, then to publish it under my name and gain some renown. Then, maybe a game project will come up (don't count on that too soon).
Who am I ? My nickname is GLForce, and my real name Gabriel Lachance (see from where comes the GL). I am currently in software engineering. I programmed since I was 12 years old, but started it really seriously (read : stopped doing Visual Basic) when I was about 15. I'm now 20 (shoot, I'm getting old quicker than my engine, a script should take care of my other age problem). I think that's about it. Oh yeah, before you ask it : yes I'm a french canadian.
Showing posts with label To do. Show all posts
Showing posts with label To do. Show all posts
Monday, March 16, 2009
Slowly but... slowly
I solved (sort of) the performance problems I had. Collision was still unperfect and even if I managed to make it more efficient, it's still acting weird in some cases. Anyway, I was tired of it(I mean, really f-ing tired), so I'm not touching it anymore, not for now. I decided to perfect the terrain system with multitexturing. What I first thought would be somewhat easy to do seems a little more complicated now. However, it's nothing I can't go over with, it's just going on slowly. There's also the fact that I'm not working on AGE as much as during the past few weeks, which doesn't make it go faster. Anyways, results are on their way, and even if they're not in a hurry, they'll come for diner. Just watch TV, eat pizza and be patient.
Monday, February 25, 2008
Something like progress...
The project has been pretty much inactive lately, but hey, that's not my fault. You know the deal : job, school, friends; there's no time left for my sweet AGE. But I've done something that might help the project progression. It's a schematic outline of the "basics" of the engine. There's a nice color system so it's easy to find where I'm at. Well, to make things short, I hope this will give me the kick in the butt I need to continue my work.
Thursday, February 22, 2007
Next goal
I'm not aiming that high. It's just that I've been working on collision detecting for several weeks (maybe months), and that still doesn't work. I'm sick of it. Anyway, here are some details : My collision detection is based on ellispoid-triangle collision. So, the characters or complex objects are represented by and ellispoid (si it as a sphere with 3 radius), and I test collision for each polygon of the "level" near the said ellispoid. Now, after many hours of hard work this part seems to work. However, now I have problems with the octree which is containing the level polygons. So, I must finish this. The problem is I'm too lazy to do it, just because it doesn't work (That's true, this evil code wont listen to any of my orders !). So, I'm writing here that I will finish it as soon as possible, so I have some motivator. I guess it's useless but heh, at least I'm trying.
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