Showing posts with label yun harlas week. Show all posts
Showing posts with label yun harlas week. Show all posts

Monday, November 22, 2010

moving to c#

The last days i have played a bit with C# , and it rocks like hell. Unfortinatly this means that the first public release of my Kratom Engine will be delayed because i move the whole project over to C#. The good news is that the original C++ code is about 80% of all Functions needed and it'll only take a few days to rewrite everything.

Of course there are also some news about the Engine itself. I have implented full support for DooM3s ".md5mesh" and ".md5anim" files and kicked out the crappy ".md3"-loader, this also means less, and generally cleaner, code scince i already have a parser for ASCII texts (".map"-support). Another cool new feature i was thinking about is the GPU-Raytracer , which has great chances to work in realtime or at least speed up the loading times heavily. If my calculations are correct, the performance for per-pixel shadows should be on the same level as per-pixel lighting (without deferred shading) ,with projected textures from alpha surfaces coming for free. However this is just my calculation and i still gotta proove that im correct about this so dont get too excited now.

Friday, October 2, 2009

furnaze @ Dresden

It was one of these days when u better keep yourself locked away from the weather, when me and basti made the decission to drink a few more.And so it came that we ran into Olivier , who informed us that they'll play in Dresden the next day.Well and after a lot of beer (unfortinatly Furnaze werent able to stay with us till end),4 hours of sleep and a mess in the kitchen ,i finally found my way into the tram and up to the "Scheinbar" where the whole party began....
The fact that furnaze destroyed the audience with one thrashattack after another, and that my beloved jameson was cheap like hell, made me loosing my neck this evening.U FOLKS ROCK LIKE HELL!!!!!!
i also recorded about 11 minutes and im going to ask, if i can upload it to this blog, so you folks can draw the picture yourself :-)

[edit] unfortinatly the quality was too crappy ..... maybe next time :P

Tuesday, September 29, 2009

between slaughtery and nightmares:bloodrage

Well well everyone its been quite a while scince my last post, so i guess there are some questions in youre heads.During the Summer i mostly spend my time outside , with friends and beer, and of course there was alsobit time left for some new projects.Now we nearly reached the first techdemos and so ive decided to talk in this first post , after the blogrestart, about it.

"bloodrage" is the internal project name for a 2.5D engine me and some friends are currently working on, which will introduce some cool new ideas to the fps world.Our goal is to create an fast software rendered fps, with an extremly high amount of enemies ,running on nearly every system that reaches the cpu specs (the gpu is only used for drawing the pixels on youre screen).While modern engines and games are only featuring more photorealistic graphics we decided that gameplay,modsupport and compability shall be our focus.In the following u'll find a list of keyfeatures:
-raycasting based software rendering
-multifloor worlds
-slopes
-volumetric sprite models
-per-pixel lighting
-scriptsystem
-ingame editor and other modding tools