A new version is available (v0.40.20b) that has significantly improved frame rates due to a (fixed) bug in the text rendering:Continue reading Frame Rate Boost
A short video demo / discussion regarding SimulationStarterKit’s support for transformation hierarchies and animations (replete with terrible developer art).
A (single) post process effect is achieved by firstly rendering the scene to a framebuffer with appropriate attachments outputting the result to a texture, applying the texture to a full screen quad, specifying an output framebuffer (usually the default framebuffer) and then executing a shader on the texture to render to the output framebuffer (the screen). To chain you take the output framebuffer and feed it as input to another post process effect using the same sequence as before. The final shader (the final link in the chain) is then output to the screen (i.e. the main framebuffer). For performance reasons of course it’s better to have an uber-shader but the support’s there. I’ve made it so adding post processing shaders to the engine / editor is painless (you simply drop them into a special folder that the editor scans on start-up – which then generates a factory / menu item entry for each effect – the same approach I take for regular non-post-process shaders in the engine / editor). Here’s a video of a vignette -> pixelate -> chromatic aberration post processing chain in action in the editor:
As SimulationStarterKit is C++ / CMake based I use CTest as the unit testing framework that’s especially helpful when you’re trying to cover a few platforms (i.e. Linux, macOS and Windows). Every time I implement a feature in the engine I try to create a corresponding test first to help determine what constitutes correct operation and also sometimes as a programming aid to help discover what a usable API might look like for a new feature. The video below demonstrates how this looks in Visual Studio.
When rendering objects I want to:
- Minimise state switches (i.e. shader activation – glUseProgram())
- Render opaque objects front to back to reduce overdraw
- Render transparent objects back to front to get transparency
In this modern age of dockerized apps there are still times when it’s desirable to bundle an app, its dependencies and resources as a self contained installable bundle on Linux.
I wanted to start using the AWS SDK from a native app with the least amount of friction to simplify porting it to other platforms and thought about sharing the approach in case it’s of use to others.
A standard feature of all 3D scene editors are object transform manipulation tools, i.e. translate, rotate and scale. Whilst there are articles that describe the behavior I couldn’t find a specific article on the implementation details so thought I’d write up the algorithm I use. Continue reading Pixel perfect object movement
There are a few forms a C/C++ library that you want to cross compile to Android might come in.
- An Autotools project
- A CMake project
To get started let’s make a standalone Android toolchain (a toolchain being compilers, libraries and headers for cross compiling our source code to a specific target architecture and platform ABI) . Continue reading Cross compiling C/C++ libraries for Android (updated)
Occlusion culling complements frustum culling by culling occluded objects. Frustum culling is an optimisation technique that discards meshes that sit outside of the viewing volume by testing each mesh against the six frustum planes. The culling can be accelerated with hierarchical spatial partitioning whereby the scene is carved up into a tree with each tree node representing a smaller region of space. A node contains all render-able objects enclosed in the node’s space allowing fast inclusion / rejection of the node objects. If, a node is found to intersect the viewing volume then the algorithm recurses down into the node’s child nodes etc.
That’s great however more can still be done. Continue reading Occlusion culling