| By Charles J. Cliffe,
on 13-10-2008 21:05
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The CubicVR Scene class now has a preliminary integration of GLSL-based post-processed HDR (High Dynamic Range) rendering (thanks to Philip Rideout's bloom tutorial). You can check out the progress in the development screenshots section by clicking here. |
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Last Updated ( Monday, 13 October 2008 21:45 )
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| GLSL Shadow mapping support committed |
| By Charles J. Cliffe,
on 10-10-2008 17:10
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CubicVR revision 496 has been committed as a merge of the shadow_experiment branch, after many hours of tweaking, bugfixing and researching I have now been able to integrate support for 4 (can add more easily) shadows cast upon each model per frame. Currently the scene system is not partitioned for light rendering and sector mapping is in it's infancy but in the future this will allow for unlimited shadow volumes with constraints on overlapping areas. You can see screenshots of the results here: GLSL Shadow Mapping in action |
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Last Updated ( Saturday, 11 October 2008 01:02 )
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| CubicVR + Bullet 2.71 update |
| By Charles J. Cliffe,
on 13-09-2008 22:16
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CubicVR in SVN is now up to date with bullet 2.71 (/w ARM + OpenGL ES build working) as well as some of the xcode examples have been cleaned up and deprecated code has been shifted around for cleanup. |
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| CubicVR svn cleanup, examples + Wiki tutorials |
| By Charles J. Cliffe,
on 17-09-2008 19:30
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The CubicVR svn repository has been significantly cleaned up and checkout time has been improved. Also the Wiki now contains some basic tutorials based on the basic_test* examples that are now available in the cubicvr/xcode_project/samples folder. MSVC build and projects will be coming in the near future. cubicvr/xcode_project/samples/basic_test: Includes creating a cube, applying a texture & UV map and rendering the result using a scene, light and camera.
cubicvr/xcode_project/samples/basic_test_noscene: Same as above example except without the scene, shows how to manually handle shader setup and generation.
cubicvr/xcode_project/samples/basic_test_rigid: A basic physics test using the above example as a base, creates a ground and a falling box and runs a simulation. |
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Last Updated ( Wednesday, 17 September 2008 19:31 )
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| By Charles J. Cliffe,
on 03-09-2008 19:34
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PocketHoops 1.01 was released as a minor update on the App Store, this update provides the following enhancements:
- Automatic ball retrieval - If you touch in an empty area the nearest ball will be pulled to your finger
- Ball now held from center of gravity instead of outside edge for smoother handling and easier aiming
Stay tuned, gameplay concepts and ideas should be solidifying soon thanks to assistance offered by Ravenous Games. The current release lacks any real gameplay and was meant as more of a physics toy -- hence being in the entertainment category instead of games, but I do appreciate the demands for more and will do my best!  |
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