Continually working on improving all the above components;
Here is a quick overview of what all this garbage is:
ghost - Lets you make programs for X11, Windows, Mac
mingl - Draws stuff in hardware lingo
core - Does everything you don't want to write yourself
xcore - Does things you should be doing anyways
xgfx - Makes everything look pretty + move around
In more details:
GHOST - Made primarily by the Blender.org guys; this is their generic host operating system toolkit; In other words, this is the code that allows you to receive low level input events and a OpenGL context; And the ability to create windows and draw to them/receive messages from them. I've heavily modified it to include some more game-friendly features, timing looks, multithreading and some specialized input event abstractions, joysticks support and other goodies. It's at least as good as SDL, and in many ways, far superior. Hard to find something better than code that has been attacked by many people.
Mingl - "Minimum Graphics Library"; essentially a wrapper around OpenGL; but, it's designed to specifically mimic OpenGL 3.0 specifications, and does an insanely good job of managing more annoying aspects of OpenGL programming; It makes writing graphical routines trivial, where you may spend hours trying to orient yourself in 3D space using any other toolkit (that includes you, blender. F*** your armature space conventions!). However, it's also interface abstracted just like GHOST, so it can use OpenGL, DirectX, software... it doesn't care. But it is primarily designed to expose low level hardware techniques to force you to write more efficient graphics code; and does a ton of things internally (like managing VBO/IBO/RC, states, transformations, ect...). It is still missing FBO operations, but those are trivial if you have a GL 2.0 + system (just need to sit down and do this)
XCore - Operating system and hacking level tools. A quite extensive library I made of tools I use frequently, such as texture conversions from DXT to / from anything, mathematical algorithms, VA/IA generation algorithms, numerical methods, statistics, even some unique IK algorithms and other tools. IT also contains agressive memory management and a slew of commonly used structures.
Core - The heart of everything; Based on the std C++ library; core contains separate components that should not rely on any one other component, like vec3 vec4, matrix3x3, matrix4x4, index_array, geo, and a lot of other commonly used, but often not needed tools. Chances are if you need any one of these tools, you need all of them.
XGFX - My rendering system built ontop of using mingl as the renderer interface. IS still under construction for the resource abstraction and management of massive resources.
No good screenshots; Just the city level again after implementing multithreaded loading + mingl improvements.
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