Mesh Class; Effect files

•July 18, 2008 • Leave a Comment

I’ve started working on the mesh class two days ago. The class/object is pretty much borrowed from another project at the moment, as it will be used mainly for testing vertex and index buffers.

For DX10, another class will be created to complement the mesh class. Effect files (.fx) as they are known are shaders that will be attached to the mesh. I was thinking of simply setting-up a library of effect files, mostly default shaders like phong, blinn, aniso and other simple effects. They’ll get enumerated and then loaded onto a vector/list later.

Thoughts On Adding A Web Control

•July 18, 2008 • Leave a Comment

For this project, it would be nice to have users access the demo games from a web browser. That will simplify a lot of things, no manual download and install procedure for users to go through, they’ll simply open up a web browser, navigate to the website and the demo game program will load and install. The user will see the game loaded automatically.

So, with that in mind, I’ve looked around using Google and found the article that will help me do just that. Titled A Complete ActiveX Web Control Tutorial , it contains a lot of information to get the development moving forward.

Pinoy3D Engine

•July 16, 2008 • Leave a Comment

Pinoy3D Engine is a personal one-man project whose goal is to study and learn the process of creating a 3D Engine. The purpose of this weblog is to document stages of development clearly and to the point. This blog will also contain opinions and insights as well, moving forward.

I chose Visual Studio Express as my IDE. It’s free and has all the tools needed to set up the code. I found it easy to code and debug while adding classes and interfaces.

I also chose DirectX10 as a target device, which is already supported and available in my Vista Home Premium personal computer.

Tonight, the project officially broke ground. Several classes were coded,  listed below.

  1. pinoy::core::engine
  2. pinoy::core::deviceDX10
  3. pinoy::core::IDevice

deviceDX10 follows the interface defined in IDevice. You can instantiate deviceDX10 and add it to core::engine object. Later, I’ll add another device called core::deviceOpenGL which also can be added to core::engine. With that, you can instantiate one device or have two devices attached to an engine.

For deviceDX10, I was able to code the following member functions:

  1. initDevice 
  2. InitWindow 
  3. cleanUp
  4. beginRender
  5. endRender
  6. run

No test program was coded for them, I’ll set them up in the following days.

That’s all for today.

I was here from 80 to 85

Hello world!

•July 16, 2008 • 1 Comment

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