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 […]
Gianpaolo Ingegneri Copyright @ 2010 – All right reserved
Years ago I coded a 3d engine to create my own clone of super mario 64. The name of the project was Chronicle Time Quest and it never reached its final release or a version that was remotely playable. Unfortunately it was abandoned years ago for lack of time, resources and interests. However, it was […]
The project started from a small framework that I coded for the Amiga 1200. Now the project is much more advanced and it has been developed for many years on pc/windows platforms. In the past it was called Ultimate Framework but there were already several frameworks with the same name and I decided to rename […]