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Plans For My Graphics Engine
Written by Mark Relunia Sunday, 11 April 2010 21:21
I'm planning to improve my Graphics Engine by applying these techniques.
- Procedural Texture Generation - because of time constraint, I didn't implement it.
- Quadtree - yeah, last year's plan. Failed. Now, I will not. Fight Fight FIGHT!
- Real-Time Optimally Adapting Mesh (ROAM) - yeah! CLOD. FTW!
Everything is in OpenGL and I'm not using immediate mode which is pretty darn slow because of the function overhead. I used vertex array and vertex buffer object and it improved my frame rate exponentially!
After implementing all of these, I'll post the library here on my site for those people who want to test it. I'm using C++ by the way. I'll rewrite most of my function to make it more customizable. I'm not planning to opensource it but maybe I might. I don't know..
Then after those, I'll start studying shaders on my own. But first! I need to study for my Final Exams this week.


