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GUI: First Prototype 8 Apr 2011 | 03:21 am

After some more work on the GUI system, I decided to capture a little video. Unfortunatley the mouse cursor wasn’t captured, so it may look a bit weird. Up to now I have implemented Window, Text and ...

Basic GUI work 30 Mar 2011 | 05:15 am

After having worked a lot on the renderer lighting/shadow mapping part of the engine and having digged through tons of math in the process, I decided to pause my work in that area and instead do somet...

Shadow Mapping: Point Lights 13 Mar 2011 | 10:04 pm

Success! After having implemented shadow mapping for directional and spot lights, the engine now supports point lights aswell. As usual the code is a bit quick’n dirty and needs some serious cleanup. ...

Shadow Mapping: Spot Light 11 Mar 2011 | 03:35 pm

I finished implementing shadow mapping for spot lights today. It’s only the first try, but it already looks pretty nice. I’m sure with some tweaks in the future it will be really good. Here is a scree...

Basic Shadow Mapping 8 Mar 2011 | 06:27 pm

Another step forward: Basic shadow mapping implementation is done. Up to now it’s only working for directional lights and still very hacky. It definetly needs a few optimizations and cleanups, but it’...

Deferred Shading: Demo 2 Mar 2011 | 06:47 pm

I build a little demo scene and captured a video. It has 4 fully dynamic point lights: http://www.youtube.com/watch?v=oMkv4SPA3wA Furthermore the engine now supports directional, point and spot l...

Deferred Shading: First prototype 27 Feb 2011 | 05:39 pm

I finally did it! After several days testing, reasearching the net, going through tons of 3D math and uncounted frustrating hours, I have the first working prototype of the deferred renderer running. ...

Deferred Shading: G-Buffer 25 Feb 2011 | 06:01 am

Another quick update on the deferred shading progress. I finished prototyping the G-Buffer. Here is the layout: And now a screenshot. On the left you can see the 4 buffers, starting from the bottom: ...

Shader fun 24 Feb 2011 | 02:14 pm

Lately I updated the engine renderer to use core OpenGL 3 only. While there are still some things to work out the engine is now running completely on shaders. This allowed me to do implement some amaz...

NX-Engine progress 9 Feb 2011 | 04:24 pm

While still doing some Python integration I started working on several other parts of the engine. 1. Ported from SDL 1.2 to SFML 2.0 Up to now the engine used SDL 1.2 as it’s wrapper around low leve...

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