Today, after almost a year of game engine programming videos, I'm really excited to finally start working on the graphics renderer! So far we've been defining a lot of general architecture for the game engine and I think that will help us a lot with not getting too distracted during implementation …
Today, we'll finish writing the code that saves the geometry to asset files. The main thing that's left to do is to generate an icon for the 3D object and write everything to a file.
(Green Episode)
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We spent the last couple of episodes setting up the asset pipeline and started with the geometry asset. We created the content tools to generate and process meshes and also made a control in the editor to visualize the generated geometry. The last remaining part of the pipeline is the ability to sa…
Last time, we wrote a function that successfully generates a mesh for a UV sphere. We also made a user control which we can use to set the properties of the sphere, such as segmentation and size. Today, I'll continue and add a control for the smoothing angle, so that we can have smooth UV spheres. …
Today I'd like to add a new type of primitive mesh to the geometry pipeline, which is a UV sphere. I think this is an interesting exercise to also more thoroughly test the geometry routines. In the first part of this new episode, I'll write the code that will generate the mesh for the UV sphere and…
Previously, we started visualizing the 3D geometry that we got from content tools, the last step of which was being able to move the camera around the object. So, today I'm going to add this functionality to the geometry viewer. But first I'm going to briefly explain a bit about spherical coordinat…
In the last two videos, we set up the geometry pipeline to accept a geometry asset class from the content tools and started working on a WPF renderer so that we'll be able to inspect the generated or imported geometry content. Today, we'll add the viewer control and hopefully see the fruits of our …
Today, we're going to start working on an asset editor class for geometry assets. We'll also prepare for viewing a geometry asset by writing a mesh renderer class. This class will serve as a viewmodel for the WPF 3D viewer that we'll write in the next video. (Green Episode)
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In the previous episode we wrote some of the functionality that we need in the geometry asset class in order to further process the generated or imported 3D meshes. Starting with this video, we'll create a new dialog window that will allow us to tell the content tools what kind of primitive mesh we…
Now that we have the data structures in place for geometry asset, we can go ahead and unpack the imported geometry so that we can process it further in the level editor and finally save it to an asset file. (Green Episode)
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