Yes, it is. A couple of days ago I got to finish the 0.5 version (alpha 1) that I will publish soon. I can't publish it yet because the extra tools and the documentation aren't ready, but the hardest, largest part is already finished. Soon I will upload some screens from the model viewer.
Goodbye!
Monday, March 8, 2010
Wednesday, February 24, 2010
Almost...almost!
20 days after, what's left?
Well, I'm having some problems with 2D system. While in earlier versions the 2D system was quite simple, this time it's much more complex. Changes involve a new node-based structure, dinamic layer updates, multiple coordinates systems, memory "pools" (they're actually more like queues), etc...and such a complex system requieres a lot of work and debugging, so it's dalaying me.
And there are good news also: 2D is the biggest problem but the ONLY problem.
Everything else is ready inside the engine.
I still have to finish the extra tools like model viewer and 3ds max plugin, but the engine itself is almost finished!
So keep an eye on this blog!
Well, I'm having some problems with 2D system. While in earlier versions the 2D system was quite simple, this time it's much more complex. Changes involve a new node-based structure, dinamic layer updates, multiple coordinates systems, memory "pools" (they're actually more like queues), etc...and such a complex system requieres a lot of work and debugging, so it's dalaying me.
And there are good news also: 2D is the biggest problem but the ONLY problem.
Everything else is ready inside the engine.
I still have to finish the extra tools like model viewer and 3ds max plugin, but the engine itself is almost finished!
So keep an eye on this blog!
Thursday, February 4, 2010
Status Report
Well, so... What's the current state of the engine? is it almost fnished? is it starting? can it render anything? That's why I'm writing today, to say what the engine can do right now, and what remains to be made for the first alfa of v5.0 to be released.
Let's start with what it does right now:
-Rendering System:
Multiple viewports
Multiple cameras
Basic Skybox rendering
Static model loading (RMD format)
-Lighting system
Software lighting
-Materials
Diffuse Color/Map
Specular Color/Map
Gloss
Specularity
Based on Phong lighting ecuation
Now, What can we expect from 0.5 alfa one?
Ok, I will add basic 2D support, correct transparency, fix some bugs and...that's all.
So that means the first alfa release will be very soon.
But..is that all there is? No, but you guys have alredy waited for long for this version, so I will release it with basic features and will update it quite often to add new features (i.e. Shadows, animated models, terrains, more material types, more skyboxes, etc...)
Moreover, the engine won't come alone, three useful tools will be in the packet: Model Viewer (to visualice your RMD models on wii), obj2Rmd converter and a 3ds max script to export your own models natively.
And even more, there will be some basic examples on comon tasks like loading models, working with 2D, cameras, lights, etc...
comming soon
Let's start with what it does right now:
-Rendering System:
Multiple viewports
Multiple cameras
Basic Skybox rendering
Static model loading (RMD format)
-Lighting system
Software lighting
-Materials
Diffuse Color/Map
Specular Color/Map
Gloss
Specularity
Based on Phong lighting ecuation
Now, What can we expect from 0.5 alfa one?
Ok, I will add basic 2D support, correct transparency, fix some bugs and...that's all.
So that means the first alfa release will be very soon.
But..is that all there is? No, but you guys have alredy waited for long for this version, so I will release it with basic features and will update it quite often to add new features (i.e. Shadows, animated models, terrains, more material types, more skyboxes, etc...)
Moreover, the engine won't come alone, three useful tools will be in the packet: Model Viewer (to visualice your RMD models on wii), obj2Rmd converter and a 3ds max script to export your own models natively.
And even more, there will be some basic examples on comon tasks like loading models, working with 2D, cameras, lights, etc...
comming soon
Friday, January 22, 2010
Hi Again
This post is just to say sorry for the absence of updates these past months. I've been a little away from this for some time, but the engine is not forgotten. Now I'm back from holidays and ready to keep working in Rev-0.5
Bye!
Bye!
Sunday, September 27, 2009
REV 0.5 progress
Today's post is just a report on Revolution engine v0.5 progress.
First of all I want to say what we should expect from this version. Since 0.5 means half-way to 1.0, half-way to complete the engine, I'm creating a very reliable version. Why C++? well, I really belive that any good Game Engine nowadays must be written in C++, or at least in some Object oriented language. Most C++ capabilities of C++ can be easily emulated in C, but this leads to uggly, buggy code.
This is the last time I'm writting the engine from the scratch, so next versions are going to be written on top of 0.5, and much of the code is gonna be kept. So if I'm keeping some code, it must be on the final language, and I must be sure it's reliable, modular, bug-free, and all those things.
This is good, since now on we're going to enjoy a much more robust and reliable engine.
And it's good because finished code can be documented, wich will help everybody start using the engine.
Documentation, testing and debugging take a lot of time and effort, so developping the engine is now a bit slower.
Now it's time to some aproximated figures:
-Code development: about 70% to first alpha release
-Documentation: First stages
-Testing: First stages
I Know it's not much, but be patient ;)
Thank you all.
First of all I want to say what we should expect from this version. Since 0.5 means half-way to 1.0, half-way to complete the engine, I'm creating a very reliable version. Why C++? well, I really belive that any good Game Engine nowadays must be written in C++, or at least in some Object oriented language. Most C++ capabilities of C++ can be easily emulated in C, but this leads to uggly, buggy code.
This is the last time I'm writting the engine from the scratch, so next versions are going to be written on top of 0.5, and much of the code is gonna be kept. So if I'm keeping some code, it must be on the final language, and I must be sure it's reliable, modular, bug-free, and all those things.
This is good, since now on we're going to enjoy a much more robust and reliable engine.
And it's good because finished code can be documented, wich will help everybody start using the engine.
Documentation, testing and debugging take a lot of time and effort, so developping the engine is now a bit slower.
Now it's time to some aproximated figures:
-Code development: about 70% to first alpha release
-Documentation: First stages
-Testing: First stages
I Know it's not much, but be patient ;)
Thank you all.
Monday, September 7, 2009
Saturday, September 5, 2009
In Development Screens of Rev 0.5
First screens of Revolution engine 0.5
Version 0.5 is the first C++ version of the engine, much more robust and reliable than earlier versions and further more documented ;)
It's still under development, of course, and nowadays these are the only working features:
Rendering system
-3D Nodes based
-Multiple Viewports (Split screen)
-Multiple Cameras
-SkyBox rendering
-Model loading (rms)
Lighting system
-Software lighting
-Directional lights
Miscellaneous
-Boosted initialization code
-Time Wrapping effects (e.g. Bullet time)
-Correct screen blackout at start
No more delay, here are some screens:
+(WinCE).bmp)
+(WinCE).bmp)
.bmp)
.bmp)
Ah, remember that thought version 0.5 alredy is under development, 0.4 keeps being developed too.
Bye!
Version 0.5 is the first C++ version of the engine, much more robust and reliable than earlier versions and further more documented ;)
It's still under development, of course, and nowadays these are the only working features:
Rendering system
-3D Nodes based
-Multiple Viewports (Split screen)
-Multiple Cameras
-SkyBox rendering
-Model loading (rms)
Lighting system
-Software lighting
-Directional lights
Miscellaneous
-Boosted initialization code
-Time Wrapping effects (e.g. Bullet time)
-Correct screen blackout at start
No more delay, here are some screens:
+(WinCE).bmp)
+(WinCE).bmp)
.bmp)
.bmp)
Ah, remember that thought version 0.5 alredy is under development, 0.4 keeps being developed too.
Bye!
Saturday, August 29, 2009
Critical bug in alpha 3
There is a bug in the current release of alpha 3. When you try to assign a material to a visible Object, the wii hangs in the middle of the render process. I'm still trying to figure out why is this, but in the meantime i suggest using alpha 2 instead.
Thursday, August 27, 2009
Alpha 3 released
Revolution engine Alpha 3 is released. You can check it in the downloads zone, as usual, in www.revolutionengine.tk. Rmd format isn't supported yet, so please keep using the Rms instead.
Now I have one more piece of news: C++
I've started to write a C++ version of the engine. Hopefully it will be easier to use and more efficient in object oriented tasks (most of them in a game engine). More details in next posts ;)
Now I have one more piece of news: C++
I've started to write a C++ version of the engine. Hopefully it will be easier to use and more efficient in object oriented tasks (most of them in a game engine). More details in next posts ;)
Tuesday, August 25, 2009
Model Viewer Video
This is just the first video of the Under-Development Model Viewer for Revolution Engine 0.4.
Since Revolution Engine is supposed to be a full Game engine, it will have it's own editors and viewers, and Model Viewer (or Object Viewer, name is not decided Yet) is just the first of them.
Enjoy
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