I implemented a set of classed to handle system windows and events. Now it's possible to open a window and draw an image inside. I also programmed an abstract class for graphics context to handle graphics functionality in common with the most important graphics libraries, like DirectX, OpenGL and Vulkan, even if the first specialization […]
One of the most important component in a framework is a cross-platform loader of dynamic libraries. Without it, you cannot access to the functionality of external dynamic libraries like OpenGL, DirectX or Vulkan, or at least you may have to add extra code for every library on every platform you have to support. In some […]
Even this framework has been designed for generic purposes, it will be used to program basically graphics applications. In this perspective, I implemented a full set of serializable classes to handle complex numbers, vectors and matrices and all the geometric operations that will be used to realize a 3D engine. To serialize some enum variables […]
I continued to program the TextureMind Framework and I'm pretty happy with the result. I wish that this framework will give me the chance to increment the production of my software and to save most of the time (because I don't have it). People told me many times to use already existing frameworks to produce […]
What is it? TextureMind framework is a framework written in C++ language to develop a wide range of cross-platform applications. The framework is composed by a set of classes to facilitate multi-threading, serialization, ipc, networking, graphics and computer vision. The framework is also composed by a complete set of applications to create images, animations, GUIs […]
When i was a little kid I remember that i really wanted to create a Super Mario Bros game for the amstrad cpc 464. Now that I am 33 and I work as a software engineer I asked myself: why don't you make your old dream come true? :) Finally I found the time to […]
The project is marked as abandoned because: The name CJS Framework was already used in the context of other frameworks, I don't like it anymore and it doesn't mirror the current purpose of the framework I don't have time and resources to achieve the ambitious requirements that I decided in the past (supporting interchangable classes between four languages and […]
I tried to implement the explicit multisample antialiasing and I got good results, but it's slow on a GeForce 9600GT. A scene of 110 fps became 45 fps with only four samples, just to point out the slow down. While I was jumping to the ceiling for the amazing image quality of a REAL antialiasing […]
TSREditor is a huge editor in the style of Blender3D projected to create or edit the resources like textures, 3d models, sound and levels for games and other stuff. In spite of the large amount of work needed to reach a decent version of this software, I decided that it will be free as a […]
This is the first "work in progress" video of my 3d engine called Unrelated Engine. Some complex animated models come from Doom 3. They were converted to a maximum of 4 weights per vertex as well as the identical vertices have been cancelled to improve the speed. The shader language was used to obtain a […]
I created a nice video with an engine that I'm still developing and that is part of my Unrelated Framework. It uses: - OpenGL (to draw the graphics) - DevIL (to import images) - Assimp (to import 3d models) The 3d models are from http://www.models-resource.com/, they were used only to test my engine and to […]
OpenIL is a library with very powerful image loading capabilities and I decided to include it in my framework. My standard can handle several image formats like the classic 8 bit RGB or more advanced formats like 16 bit RGB or High Dynamic Range. The images are imported from file and used maintaining the original […]
The Unrelated Framework got support for ziv-lempel compression of data using ZLib. The classes can be compressed in memory, loaded and saved with few rows of code and without limits. For example: //this works only with resources like images, fonts, sounds, etc... C_Image *newImage = new C_Image(); newImage->ImportFromFile("test.tga"); //load image from file newImage->SetFileFormat(UF_FileFormat_Zip(6)); //set a […]
Finally I completed the GUI of my framework. The best feature is that the Gui can work in two modes: via software or using the OpenGL. It's very helpful for cross platform compatibility, for video games or other OpenGL purpose. The Gui is in his first version but it has all the widgets necessary to […]
Aquarium 3D is a little demo of an engine that I'm developing for my framework. It uses a multithreading system with a thread for the physic engine and a thread that draws the graphics on the screen: the two threads are perfectly synchronized to maintain the best fluidity possible with different framerates. The physic engine […]