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 […]
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 […]
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 […]