DevLog #13 - Engine: Viewport & Camera
Before displaying a scene, the viewport and projection transformations are needed. The engine have to allow multiple viewports (for splitscreen or...
Member since May 2011
Before displaying a scene, the viewport and projection transformations are needed. The engine have to allow multiple viewports (for splitscreen or...
The keyboard listener is complete, now with fixed and improved mask for special keys ( Ctrl, Alt, Shift ) to be a bit more flexible. The left Alt was...
Last several days I've spent by separating engine from game by creating engine API.Code for window handling and keyboard listening are nearly...
OpenGL provides 3 fog types - GL_LINEAR, GL_EXP and GL_EXP2.Some time ago I've found an image showing the characteristics of these modes which helped...
Finally done. The blended objects are rendered in proper order. Or at least in most cases they are.I think that everywhere where is a word about...
The simple B&W; image reading for generating galaxy arms presented in DevLog #7 showed up to be a bit too simple for my needs. I needed to reduce the...
Hello again,it's not much common for me to write entries somewhere too often, so I should better hurry to make this one before I change my mind So,...
It has been a long time since last update. Personal life stepped in and the development was freezed for a while as I had no taste for anything....
I got a bit bored with all the tiny dots covering approximately same area on screen with no real comparable differences in sizes and so I played a...
This log is comming later than I expected, so without any further delays lets have a look on what happened since DevLog #3.A lot of the time has been...
The weekend is over. Code has went to Bitbucket repositories, initial encounter with TortoiseHg was relativelly successfull and optimization of...
Several days have passed and StarDust moved thousands of light years away from the Solar System for now. The eliptical orbits of planets were done,...
Welcome to the dev log of StarDust. This project lied in my head for quite a time, but I never had time I could dedicate to it. Until relatively...
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