Tuesday, March 8, 2011

GUI - updated


A screenshot just to show you how appears the widgets: you can see a vertical slider, a checkbox, a combobox, a text field, a static text area, a button. And there are LOTS more..

GUI

It was a complicated year. My job goes well, but this kill any spare time about Tau Ceti
Anyway, after a long pause, i've restarted (again!) to work on it and i've inserted, finally, a good GUI engine.
It's the CEGUI project, that is a "free library providing windowing and widgets for graphics APIs / engines where such functionality is not natively available, or severely lacking. The library is object orientated, written in C++, and targeted at games developers who should be spending their time creating great games, not building GUI sub-systems!".
There's a visual editor and you can insert LOTS of widgets: buttons, checkbox, dropbox, text area, and so on.. i've integrated it into Tau Ceti and it works.
For now i've added a single button: "QUIT" :) but works well and is very easy to manage, and it integrates perfectly inside the 3d scene.
When i've a more complex scene, i'll show you some examples.

Monday, March 7, 2011

Thursday, July 1, 2010

Asteroids Field

Time to load the engine a bit.
So, ladies and gentleman... a 1500 asteroids field.


Wednesday, May 12, 2010

May 2010

In these days i've little time, but i've regained my motivation.
So no exciting news, but im going deeper in ogre to learn how to use it.
I've bought some books, and it looks like very interesting!

  • Pro OGRE 3D Programming, by Gregory Junker. It's an introductional guide to the engine. There's no "hardcore" sessions, but it's essential to learn about all the philosophy behind ogre. Ogre webpage is full of informations (wiki, documentations, forum).. but it's a bit difficult to learn how to use it starting from scratch, a book imho is essential.
  • Game Coding Complete, 3rd edition by Mike McShaffry. A wonderful guide about how to write a game, the right steps, tips, common mistakes, and a lot of algorithms. Mike was a game developer of "Ultima" series and "Thief" series. So he KNOW how to do it.
  • Real Time Rendering by Tomas Akenine-Moller, Eric Haines, Naty Hoffman, a wonderful Bible about the real time tecnique, and all state-of-the-art algorithms.

Anyway, i've rearranged all my code, rewriting all from scratch. And i've reintroducted the HUD that was not present on previous video




Tuesday, April 20, 2010

Camera

Previous video was affected by an ancient issue: the camera is too much "nervous", so when you see it you could suffer some headache!

So i've implemented a tracking option (with previous version there was no "built-in" solutions), and i've tracked the camera to the moon..

This is the result, and i think that it's nicer.

First Ogre Video



Just to show you Ogre3D in action.
Don't look to distance, dimension, time, it's only a demo tho show you how ogre works, especially with shadows....