I am happy to announce that Vulkan library has finally been integrated into my framework. For the moment nothing complicated, I limited myself to implement a specialization of the Graphics Context that draws simple colored rectangles instead of the images drawn by Cairo library. It's possible to invoke drawing commands with the same degree of […]
Finally I came to a first working version of the 2D GUI based on the Cairo libraries. The entire GUI architecture is based on 2D Engine components like the graphics and the physics engines. The graphics engine makes use of graphics context that in this implementation is based on Cairo, but it can be specialized […]
Having a graphics context to draw something on the screen is not enough when you have to deal with complex scenes made of many textures, materials, shapes and assets of any kind. This is the reason why at some point of my framework development I introduced the concepts of Scene, Engine and Resources. Basically, a […]
In my framework, I implemented materials for being extremely scalable. First of all, I decided to abandon the old format similar to 3D Studio Max or Maxon Cinema 4D and adopt another format more similar to UE4 that is based on Visual Expression Nodes, where one node in this case is called "material component". A […]
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 […]
Description 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 and videogames. […]