Monday, August 31, 2009

Minor progress

Finally I got a console working, and got rid of most memory leaks when shuting down the application. It wasn't easy though, due to some difficulties with the so called "Overlay" class in Ogre, as discussed in this thread. When manually creating nested OverlayElements in Ogre and adding them to the SceneManager through a SceneNode, the destruction of the elements later can produce hard to find bugs, and (in my case) crashing when destroying Ogre Root. It took a while to figure out, but now I got a simple yet functional console:



And everything written in the console gets outputted to a log file in the .exe directory.
I also added some other stuff but it's nothing visible on screen, so I'll post about those later.

Sunday, August 30, 2009

Got the basics running

New update!

This time I've actually got something to render in my application, and also added input system (handles keyboard, mouse and joystick input).
Bellow is a screen shot showing the application running with active physics and some simple camera controls. using W, A, S, D, left control, space and left shift (for speed boost) to move around and standard first person mouse look.



Next step is solving a few memory leaks and continue adding stuff to the framework.

Friday, August 28, 2009

Project startup

It's been a busy ~24 hours, I've just started a new big C++ project using the open source 3d engine Ogre. Ogre is completely new to me and a fresh start to my game development goals. Earlier I was using a low cost middleware engine called 3impact, but since a few days ago the developers stated that future development for the public version had been suspended (link). At the same time as I felt very disappointed it was also the kick I needed to move on to something more suitable. Not to say that it was a bad engine in any way, it did very good on the features it provided but it just wasn't suited to make AAA games.

Now I'm really confident that Ogre will fill in the gaps that 3impact was unable to handle, this is what I have accomplished in the last couple of days:

Setting up Ogre rendering together with PhysX® (Nvidia®) for physics, integrated my own framework that I will continue to expand and add features to while I develop games!


Currently I also have a test-application that uses my framework, but does nothing but initializes a empty rendering window. So the next thing to do is to importing a few models and make them interact with each other.



Wednesday, August 26, 2009

Blog is up!

This is perfect timing as I'm just about to start up a new project (more info coming soon)