Archive for June, 2012

For the last little while I have been working on a new project to help me improve my current skill base, and to have something nice to show off. So what is this project? Making a graphics engine.

This project is being made in DirectX9. DX9 is getting a little outdated, it is still commonly used. With what I learn during this development I can take in with me when I port the engine to work with DirectX 10 and 11.

So what am I wanting to have in this engine? Here is a short list:

  • Model Loading (object based system)
  • Camera System
  • Physics
  • Lights
  • Skydome
  • Dynamic Lighting
  • Environment effects (particles)
  • Shadow Mapping
  • Audio
  • HDR Lighting

All of this should result in a nice looking interior effects. For instance, a cave or a building. For this, a good friend of mine, Marc Cameron, has done me favor and taken the time to create for me a good looking 3D building I can play about with.

I’ve been working on this now for roughly a month, and a good portion of the basic systems are now in place. Here is a short video of what I have:

The video is slightly dodgy, for that I apologize. I’ll working on making a better one soon. But what is in the video?

The engine consists of the following:

  • Model Loading (object based system)
  • Camera System
  • Audio
  • Skydome

So a good wee chunk of stuff done. Enough to play with at least. There is one thing to note. So far, my model system can only load in .X models, and the model Marc created for me is a .fbx. This does mean I will have to go back and make it so that my engine can load both .X models and .FBX models. Should be fun.