Wednesday, October 24, 2012

New Demos!

It's been a while, but I have two new demos with a lot of previously unseen features.  They're not quite as polished as I'd like because I had some issues recording using Fraps and I'm using a microphone I found in a cereal box.  But they will suffice until I can put together my actual pitch demo.

NOTE: Videos are no longer available.
newdemos

Here is a quick summary of the features shown:

  • Real-Time Lighting
  • Real-Time Shadows
  • Custom Gizmos
  • Particle Effects
  • Character Animation
  • Animation Blending
  • Tile-Based Widgets
  • Drag-n-Drop Object Building
  • Document Object
  • Text Wrapping
  • Text Change Tags
  • Vector-Based Widgets
  • Video Clips

Thursday, August 9, 2012

It's A Marathon

The three year mark on this project is fast approaching. My patience is wearing a bit, since my original plan was to find financing after a year and a half. Nonetheless, I am happy with the results so far, even though I haven't shown much publicly.

The good news is that I am finally working on something that I believe will be useful to a lot of people. It is a virtual object design and visualization tool. That description could probably use a marketing overhaul, but I promise it is cooler than it sounds!

Essentially, it is an application for collecting, storing, and modifying data that have visual representations, either two or three dimensional. I sometimes hesitantly call upon my inspiration, the Star Trek holodeck, when explaining it to friends and family because it gives an immediate impression. It is also slightly misleading. I do hesitate to liken my work for the past couple of years to advanced twenty-fourth century technology!

Of course, I'm not inventing holographic projectors or force-field generators (but if anyone out there is, by all means contact me!). I refer only to the software part. My project has plenty in common with many other existing 3d engines and tools and I'm not sure that any part of it is patentable. That's okay - I detest software patents.

Over the next few months, I intend to shift focus and take on the additional role of cheerleader. Despite what I've just said, my project does have unique features that could make it a pretty hot commodity. I am excited to start showing what this baby can do!

Saturday, February 4, 2012

Cleaning Out The Cobwebs

Time for a quick update! Work continues on the engine, as always. I spent a few months creating a couple of environments to show off. One of them ended up in the demo videos that I posted in October. The other is a rather large scene that I have put on hold, for now. I decided that I need to refocus on improving the pipeline. However, the process of building gave me the chance to iron out a lot of things that will make the engine more useful. I added a more sophisticated level-of-detail system and a method for generating light maps. It is not quite finished, but it opens up exciting possibilities in terms of creating large-scale worlds.

Since then, I have been crossing off a lot of small items that have been on my list for a long time. I am now using XML almost exclusively for storing all world data. Models, animations, materials, documents, and interface widgets are all using an XML format that is easy to parse and understand. There is still work to do to get them completely consistent, but I am getting close. I think that word, consistency, should be my word of the month. My goal is to clean up all of my (code) objects and make their methods consistent across the board. Almost there...