eVoid Development Weblog Burn The Land And Boil The Sea But You Can't Take The Sky From Me

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.
  • 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
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