3.07.2014

CUT!

Aaaand the timeline is alive. From this point on we can create a basic flyby release.


3.06.2014

Movement

The keyframer came alive today. We can now animate stuff with some very basic tools. Basically all that remains to do is interface coding and hooking the keyframer into the material system. Tomorrow I'll do cameras so we can finally have a timeline event that renders a scene. That means that on a very basic level, tomorrow the tool will be production ready. Whoa.

3.03.2014

Let there be light!

Turns out in order to properly start working with light I needed to first implement the basics of the animation system due to light information coming from scene data. This was an unforeseen delay, however it means that the basics of the keyframer are also in place now. Not long to go until I have a production ready tool!

2.25.2014

Uncharted Waters

The current feature set is almost up to the level where the last iteration failed. Everything is stable and is working perfectly. Tonight I'm starting work on the keyframer, the last missing puzzle piece before we can start working on a production.

2.06.2014

Pixels!

After a week of work, pixels have appeared at the end of the rendering pipeline. The mesh generator from the previous iteration is working nicely in the new setting as well. Now let's see if I can pull off a proper UI for it.


1.31.2014

Freedom

In a few months this attempt at a new demotool will be 4 years old. Progress has been slow, mostly owing to the fact that 3.5 years ago I restarted the university and focused all my energies on that besides work. Yesterday my freedom was finally restored. Exciting times ahead!

10.07.2013

Reset

Well, here we go again.

Threw out the complete code a little more than a year ago as it started to crumble heavily due to the lack of a proper basecode. Spent the most of last year away from coding because of real life (tm), but managed to pull together a pretty decent standalone codebase for future projects. Migrated to DX11, built a brand spanking new UI engine on top of this during the summer (complete with XML+CSS based UI editing for easy customization) and started writing a test application for it by implementing the UI of the discontinued tool (as good a test as any).

Well the current iteration of the texture generator is almost fully functional, some cosmetic changes and special features still need to be implemented (image import, text output, etc) and I finally figured out a way to implement Subroutine support. I'm dying to see what the gfx guys will do with this. I'm committed to doing this properly this time around :)