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528 days ago
This is a video I made using FRAPS of the game engine I've been working on. This is not actually my game, nor does it look like or have any resemblance to the game I'm developing - it's just a demonstration of the game engine. So far, highlights of the game engine supports: Double precision for all displacements/positions Normal mapping, ambient occlusion mapping (self shadowing) for objects Full range Quaternion camera control Real physics based objects (all objects are tied to a physics object for smooth, realistic motion) Octree/Frustum culling There's more, but I'll leave it at that as the demo doesn't show a lot of the other things. I just wanted to update this blog that has been sitting here. In the meantime, almost 90% of my time is going into the server-side (scalable massively multiplayer) development. In a few months time, I expect to have a very very primitive implementation of an alpha test client. Although the video appears grainy and jumpy at ...
625 days ago
648 days ago
708 days ago
Ok, so I haven't updated my blog in a while, and I needed a topic. So this is it. Now, granted, I *was* going to write about quaternions and their use in 3D graphics and how handy they are. But I'm going to save that topic for another time because I'm looking at some old code using quaternions and frankly speaking I just don't know how the @!^&$ it worked before. I mean it shouldn't... So, 64 bits. There are a lot of myths about 64 bits. So what are some of the advantages of using a 64-bit OS? Increased overall memory capacity. Today's o perating s ystems (OSes) are limited to 4 gigabytes of physical RAM. This is a processor limitation, not an OS limitation. The reason we say '32-bits' or '64-bits' for OSes is the actual physical count of 'address' lines on the hardware address bus. So, if you have 32 individual address lines, you can address up to 2^32 individual memory locations. That comes out to: 4,294,967,296 bytes of memory, or 4 gigabytes (4GB). ...



