Archive for the ‘Uncategorized’ Category

Editor Preferences

One thing that I think is pretty important in software is for it to be extensible and customizable, so each user can tailor it to his specific needs. So with that in mind I have added a new preferences system to the editor, where each user can change the behaviour of the application. Key Bindings [...]

Happy new year. Long live vapor3D.

Hi again. I know I’ve been really silent these last few months, but that doesn’t mean progress on this project has stopped. Quite the opposite, actually. If you have been checking the Subversion logs, you might know that a lot has been done in that time. Many bugs were fixed, and a lot of code has [...]

Skeletal Mesh Animation

Like the title says, this time I bring you some cool footage of the new and hot skeletal mesh animation support in the engine. All the animation skinning is done on the GPU via shaders, so it’s quite fast. Right now only Milkshape3D animated meshes are supported, but it’s abstracted in the engine, so there’s [...]

Repository Statistics

I was having a talk with a friend about project health, and suggested using the logs from Subversion, a source code version control tool,  as a crude indicator of project activity. I got curious and found some tools that can plot some nice graphs for us. I tried StatSVN which was very simple to set [...]

Editor plugins, Picking, Frustums and Shading

Hi there! I’ve been working a lot more on this project, now that I am on holidays. I did a lot of refactoring work, while fixing some rough spots on the API. I started by implementing plugin support on the editor. I came up with a quite simple plugin API and event system which I [...]

Procedural Clouds

Hey there. I’ve finally finished my exams and started working more on the engine. These last days I’ve been working on adding some clouds to the sky. I wanted the clouds to be animated and also to allow for more or less coverage of the sky. To get these features I thought about using procedurally [...]

Better terrain lighting and basic paging

Even though the site hasn’t been updated as frequently as I wish, I’ve been working hard on the engine. There is too much stuff to mention, but the main visible changes have been better lighting due to the averaging of normals in the terrain generated by an heightmap. Previously the engine didn’t average the normals [...]

Terrain Editing and Undo/Redo support

The editor now allows for some simple terrain editing like raising and lowering. Other tools like smoothing and painting are in the works. And also support for arbitrary brushes (like Photoshop brushes) which should give artists more creative freedom to use shapes to edit and paint the terrain. Undo and redo support has also been [...]

February / Mid-March Development Recap

Development has been going quite strong over the latest week. If you follow the SVN change logs, you might already know this, but I’ll make a simple recap of what I’ve been working on. At the end of February, I started fleshing out FBO support. Framebuffer objects (FBOs), are render targets that you ask the engine to [...]

New Website!

As you probably know our old website was authored using a PHP CMS software called Joomla. It was installed by esdrubal some weeks ago. While it handles our pretty basic needs, Joomla itself is pretty confusing – the administration panel is very cluttered and very hard to find what you need. And to top it [...]