Showing posts with label modern opengl. Show all posts
Showing posts with label modern opengl. Show all posts

Saturday, March 28, 2015

Loading Ass

Such a stupidly funny name, Assimp or, the Open Asset Import Library is a fantastic little utility which I just successfully integrated into my AxonoxA project. Now I can load up any models I create without having to worry about the little details like tessellating faces before exporting, or exporting to an incorrect format. It works really quick (faster than my previous hand-rolled OBJ loader) and handles multiple meshes and mesh hierarchy (which AxonoxA does not at this time. All meshes are compiled into a single mesh in AxonoxA.)

With my goal reached for the day, it is now time shift gears back to my windows machine and Unity so I can work on Pitch some more!

Friday, March 27, 2015

AxonoxA

In order to further my learning of Modern OpenGL development, I have decided to create a side-project of a yet to be determined size, called AxonoxA for the time being.
If anyone holds the rights to this name, my apologies. I am not looking to commercialize this project, and the name is simply "Axono" from axonometric, which is something I was reading about when the inspiration hit me. Then, because of my love for symmetry, I turned the name into a palindrome by adding on xA to the end.


With this project I am giving myself a technical and creative outlet for breaking up the stressful studio project developments, and my more stressful freelancing career. I think that overall this will in turn make me more productive, and a happier person overall, and learning something new doesn't hurt either.

AxonoxA is developed with C++ using OpenGL 4, SDL2 and GLEW libraries.
I am using stb_image for loading my textures, and I am currently looking into using Assimp for loading 3d models, with custom binary model compilation to come later for optimization.

My first milestone has been reached with achieving a simple diffuse lighting textured single-mesh rendering. I have learned quite a lot in the 14 hours that I have spent on this venture so far. My next milestone will be to bring multiple models into AxonoxA and "walk" through a scene using common FPS controls (kb+mouse combo).

Thursday, March 26, 2015

Recovery

Well that was not a fun time. We here at Bang Bang Attack Studios are finally back on our feet again, and I put in some work on Pitch last night, and worked on the main Play scene a bit, and got the majority of the mechanics implemented. During my recovery I also went through an Intro to Modern OpenGL tutorial series and learned some things that have been eluding me for years, so that's cool. Time to try to catch up with some of my freelance stuff that has fallen behind this past week.