During some days i worked over 8 hours on features or bug fixes, but i think it was worth it. A lot of changes happened to my little engine in the past few weeks so let’s sum up a few of them …
Last plans:
Planned features for this month:
- frustum culling tweaks
- quadtree
- fixing 2 shaders
- structure a few classes a little bit differently
- raise the overall performance a bit
- more advanced debugging/performance tools
Changes / achievements of the past weeks:
- frustum culling works like a charm!
- implemented 2 octrees for dynamic and static objects
- restructured most of the classes
- introduced CompositeObject class as a container for all GameObject related parts
- performance is raised enormously by octrees under average conditions
- added a few graphs to measure the performance
- fixed memory leaks by using smart pointers
- fixed “all” the bugs caused by switching to smart pointers
- fixed a few minor bugs in the event system
- fixed a few octree related bugs
Testing the loading of models into an OcTree:
Testing and debugging the OcTree with wireframes:
Testing the lights and by accident creating the loading animation 🙂
ToDos for the next weeks:
- fix light brightness change (close / far)
- make all light parameters accessable
- add some sort of post processing AA shader
- add some additional post processing shaders
- make all shader variables accessable from the derived engine class
- some sort of transparenzy which works with a deferred renderer
- clean up some stuff…
- test all the stuff…