Creating a 3D Game Engine (Part 21)

After a few days of hacking away at the code, I’ve got a new video up. In this update I have added normal mapping and specular lighting. I did have a few set-backs while working on the shaders, and it was made even more difficult since I was basically “flying blind” without a debugger. It seems that the Express version of Visual Studio

Creating a 3D Game Engine (Part 20)

Spent the last couple days adding in skybox support into the engine. Currently it’s a little hard-coded, but it does seem to be working well. I also bumped the field of view (FOV) up to 90 (from 45) so you can see more of the sky. I wanted to make sure I was only using my own artwork for this engine demo. Unfortunately,

Creating a 3D Game Engine (Part 19)

While getting models loaded was pretty exciting, I ended up dealing with major load times on the demo. Granted, my XML parsing code is probably slow as all hell, but I don’t think COLLADA is really designed for real-time engine use. With simple plane and cube shapes the loading wasn’t that bad, but with my soda can model (around 600 triangles) the loading

Creating a 3D Game Engine (Part 18)

What you see above is a custom model I made in 3ds Max, exported as a COLLADA *.dae file, and imported into my DirectX engine. I figured I’d start with something simple, like a soda can, and I plan to make a lot more models going forward. Although I hadn’t touched Max in years, I found it to be a comfortable experience and

Creating a 3D Game Engine (Part 17)

Programmer art is great and all, but I’d really like to see some complex models inside the engine. Unfortunately, DirectX 11 does not include a built-in way to load in 3D models. As I’ve mentioned before, I am interested in using COLLADA has the import format. Since COLLADA is based on XML, I will need a way to load and parse XML files.

Creating a 3D Game Engine (Part 16)

After some more testing, it looks like OGRE is not the savior it seemed like yesterday. While the static geometry boosted frame-rates greatly, it’s only useful for, well, static objects. Meaning the models can’t move or animate. I did find another option, instancing, which initially looked promising. It allows rendering of large amounts of identical objects faster than just having them be individual.

Creating a 3D Game Engine (Part 15)

Looks like I spoke too soon. While OGRE was getting pretty slow with the naive implementation, I was able to find some code on what they call StaticGeometry, which is a system to batch together lots of similar meshes that don’t move (great for my cube example project). With this feature added, the frame rate has sky-rocketed to over 2,600 fps. Most impressive.

Creating a 3D Game Engine (Part 14)

Seeing as performance has been on my mind recently, I tweaked the core render loop a bit and saw some reasonable gains. The one thing I realized is that most of the objects in the scene are static, and don’t need their combined transformed matrices recalculated every frame. I expected to see wild improvements after caching the values. What I received was a decent

Creating a 3D Game Engine (Part 13)

I don’t have much time, so I will be brief. Basically for the past few days I have been trying to optimize the engine. With the stress test you see above (around 13K cubes) I was only getting around 200 fps. Just slightly above my target of 120 fps, and with such a simple scene I was expecting more. So I got to