World craft
|-Time of day! Done
|-Sun light! Done
|-Local point light! Done
|-Change icons to 24x24! Done
Engine core
|-Lightobj auxgeom! Doing
|-Lighting server for Shader! Done
|-Light-object scene management! Done
|-Entity tick
IPhone
|-Lighting map rendering! Done
|-Lighting & material in rendering pipeline! Done
The above is the project Updated in March. The main update of the core part is the multi-light source rendering optimization (pre lighting or deferred shading is not used for the time being ). Some time ago, I was very busy. The internal structure of the engine had some changes, mainly in object management. The physical engine also supported the Open-Source Physical engines box2d and bullet, from the iPhone perspective, the two engines have complete source code, and the design methods are basically the same.
Wolrd craft provides a good method for editing game-layer objects. Wolrd craft can now edit different games, instead of loading different game DLL.
For iPhone, I 'd like to elaborate on a series of articles. The entire porting process is interesting. When I started my iPhone, I didn't want to port the world craft engine. Instead, I wanted to re-write a simple engine, which is only compatible with the world craft data format. After some attempts (about two weeks), we achieved some simple results:
At this time of development, I found that most of the world craft code can be directly transplanted to the iPhone, and my previous worries are redundant. The engine was chosen correctly at the beginning of design: 1. interface Programming 2. DLL modules without static links, less coupling 3. the hierarchical design greatly simplifies the porting work. In less than a month, the entire existing system has been transplanted to the iPhone, and a Renderer of gles 1.1 has been implemented. If I try to write a small version instead of porting the existing code, it may take several months. However, I am very satisfied with the progress.
About gles 2.0, I don't want to touch it yet. This is a big change to the iPhone engine, and I don't have an iPhone 3gs device. In December, I just wrote a simple GL implementation similar to the effect framework, so that the existing shader-Based Pipeline Code can be rendered on the iPhone with fixed pipeline, the material and lighting definitions on the PC can be implemented on the iPhone. In the future, 2.0 will continue to expand the existing GL class effect framework. However, if it is to be put back, I still have a onlookers about the necessity of gles 2.0. gles 1.1 is the right way; 2.0. The current hardware performance is still too poor. IPhone:
The next step is to create a global light Renderer for a large scenario and bake a lighting map. Of course it's a try... If this is done, it is a very useful module that can make the iPhone's lighting system more than doubled. The basic functions have been implemented and have not been extended to various light sources and materials .. Furthermore, the performance is quite poor and it is not optimized with a similar KD-tree. In March, there will be a lot of things to learn... By the way, I recommend a book: http://www.verycd.com/topics/2749352/. the Chinese name is based on physics: from theory to practice.