login



no image


::recent

::off-topic
-:-whoami
welcome!
alternative

::downloads
-:-free
-:-non-free

::coding
-:-projects
gallery
samp
other

::misc
contact
my bookmarks


no image
no image
no image

...

sooo0OOO0ooonMon Feb 06, 2006
Today I am soon when looking on the clock, 11pm!!
This time I am gonna show you, what I am hacking into the root: Water (cubemapped). On the images you can see, how a game is not gonna go out for sale: On the top-left side you can recognize the realtime-rendered cube-reflection-map.
By the way you can click on the other big image which shows the project′s folder structure.
See you soon, stay coding!!!




today′s yesterday′s tomorrowThu Feb 02, 2006
Hmmm, today is yesterday, or, ... ??!! Okay, it is 0051 ante meridiem. I am tired again. But nevermind...So today I hacked a static skybox (emm, nope, it is not too static, the textures may also be rendertargets) and I tested the performance of the engine: 5.000 Flowers = 46 FPS!
I made the skybox with terragen, a famous landscape-data-generator.
See you on the next update!




the root is growing againTue Jan 31, 2006
From today on I will work on my root-engine again. To hold you up-2-date I made up the root-log. Here you wil find the hottest around my engine.
As first I think I am gonna implement buildings. The idea is to create them by random, hard-described by some metadata, which defines the potential look of the building.
I am very nervous...how good does that work!?
So, see you on the next update!
--update--
I thought I implement fogging as first (after getting familiar again with my engine)




content->far()
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image
no image