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Coldviper Entertainment

Plans For My Graphics Engine

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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.

Multitexturing and Lighting in Terrain with OpenGL

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Written by Mark Relunia Thursday, 25 March 2010 01:32

It can load .raw file for the terrain and has the ability to use multitexturing, and lighting using the slope-lighting algorithm. I didn't use quadtree here but maybe if I have some time, I will rewrite my terrain class and post the results here.

 

Wishing

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Written by Mark Relunia Thursday, 21 January 2010 23:16

I walk past you
Every day
But not one word
Escapes my mouth

Every night
As I lie awake
Staring at the roof
I think of you

Of how
I want to be with you
To be able
To hold your hand

To feel you next to me
While walking down the street
And not having a care in the world
Nothing matters but you and me

- Lost In Love

   

The Journey Begins Again

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Written by Mark Relunia Saturday, 13 June 2009 17:44

You know what? I'm in love again! I'm in love with Shader Programming! hahaha! Even though I still don't understand how it is properly done, I still really like it because of those fancy graphics it produced.

About my engine, I'm still trying to design a shader class on a piece of paper. I guess it will take some time to finish implementing it because I have a bunch of important assignments to do first.

At least for now, I can do some simple shader with the help of google and a book. I would like to share this simple toon shader effect. *Drum rolls*

 

Vertex and Fragment Shaders

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Written by Mark Relunia Friday, 12 June 2009 17:09

I would like to say that I just started reading about vertex and fragment shaders. I've been looking for some good tutorials about it but didn't find a good one. So I guess I really need a good book about shaders.

If someone would be willing to teach me, it would be great. hahaha! Anyway, here's what I made earlier.

Using Phong Shading ( Ambient + Diffuse + Specular = Phong Reflection ) 

   

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