23Jul/100
Alpha 2 & Resource Organization
Today I finished the last tasks I had queued for alpha 2. Furthermore I've put a snapshot of the recent version online accomplished by some documentation. By doing so I decided to share some thoughts on the organization of resources by contexts and I'd like to draw your attention to it: What's your opinion on my solution, how do you handle it?
I've also written a roadmap for the project:
- Alpha 1 (5. February 2010)
- First usable version with a basic implementation of all the most important features, those are:
- Post Processing Pipeline: Satisfying the demand on being easy to use, effects like blooming can be activated by up to three lines of code.
- Object oriented encapsulation of most important OpenGL elements like textures, frame buffer objects and many more, providing the paradigm of orthogonality while satisfying the demand on being flexible & robust.
- First usable version with a basic implementation of all the most important features, those are:
- Alpha 2 (23. July 2010)
- Countless bug-fixes & increased robustness
- Widely improved GL encapsulation
- Straightforward user-oriented design
- API completely re-organized by layers
← Here we are
- Alpha 3
- Implementation of per-object motion- & usual blurring
- Material property for specular highlighting
- GL/gl.h dependency removal from vertexbuffer.hpp
- Lazy state changes to avoid redundancy
- Major API changes
- Renderer class merged into RenderTarget
- Materials organized by resource contexts
- Potentially some kind of a shader abstraction:
- Stack-like organization of shader states
- Automatized shader generation