Future plans for TextureMind Framework and satellite projects

I'm very excited to announce all the future plans for TextureMind Framework. First of all, let me tell you that I'm focusing all my energy on the development of the framework. I continued to develop for months now, without stopping. I'm trying to keep it consistent and reach important targets in no time. In the […]

TextureMind Framework – Progress #16 – Modules and object interfaces

After years without updates I'm glad to present probably the most important update so far. In the past, the framework was just a monolith of C++ static libraries that could be enterely or partially included within a project to access various functionalities. On one hand it was good, because it simplified the programming of the […]

Future plans for product and projects

I wanted to give you a short update about future plans for the projects related to this web-site. TextureMind Framework Currently I'm working to a very long refactor of the framework to improve the internal architecture and fix lot of issues. After that, I will finalize the GUI and extend the support to other operating […]

Unlimited Holter

Today it is difficult to find a device on the market that can be used to intercept cardiac arrhythmias, like ventricular tachycardia, that may occur infrequently but can pose a serious danger. Usually these products record for 60 seconds or at most 5 minutes, or even if they record for 24 hours, they are very […]

Great news!

Finally I decided to clean up this web site and take a clear decision about it. This website won't be used anymore to publish tutorials, reviews, knowledge, thoughs, articles and so on, but only "projects and products" related to the web site's activity. I removed all the useless categories and simplified alot. But the big […]

TextureMind Framework – Vulkan renderer showcase

I created a video to show the potential of the Vulkan renderer included in my framework. Now the engine can import 3D models from several 3D formats (including collada) and render them with Vulkan libraries. The engine is equipped with a proprietary material system and mesh format. The materials of the imported models are converted […]

TextureMind Framework – Progress #15 – Vulkan – Bitmap Text Rendering

Now the engine in Vulkan can draw text with bitmap rendering. The engine checks which characters are on the screen and it creates dynamically the textures only for the fonts to be drawn, with the correct size and aspect. The characters are precalculated into bitmap with the FreeType library and loaded into Vulkan textures only […]

Amiga Breathless for PC

This project is about the porting of Amiga Breathless for PC with modern GPU hardware. If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated. Downloads Demo #1 This is the first demo of Breathless for PC. […]

TextureMind Framework – Progress #14 – Vulkan – Skinned mesh

Skinned mesh rendering is a fundamental part of every modern 3D engine, so I couldn't avoid to implement it. The skinned mesh with weights, indices, bones, skeleton, and animated nodes is imported with AssImp library into my format. I added weights and indices to the vertex attributes while bones matrices are written into a shader […]

TextureMind Framework – Progress #13 – Vulkan – Advanced materials

I improved the material system, introducing the lighting stage. I removed the fragment stage and replaced it with color and lighting stage. The output color is calculated as the sum of the color stage and the lighting stage. The color stage has only one material node as input that is used to produce the output […]

TextureMind Framework – Progress #11 – Vulkan – Import 3D model

I decided to use AssImp library to import models from other formats to my 3D mesh format. The video shows a first implementation of the importer. Vertices and normals are converted along the skeleton structure, while the red material is generated just to render the model on the screen. The next step is to load […]

TextureMind Framework – Progress #9 – Vulkan – Materials and textures

I improved the implementation of materials and textures with Vulkan. Now every material is translated into a GLSL shader that is converted into SPIRV code with shaderc library. The shader is generated along the graphics pipeline to match the material settings. For now materials are very simple and used to draw an image texture with […]

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