onsdag 6 januari 2010

What's cooking?

Programming on VSXu is in full effect, and I've been working lately on features for an upcoming art project (It's a secret still!).

Many of these features revolve around animation, and in particular character animation and all the mathematics and stuff around that. But also tight sound synchronization. Something that should have been done a long time ago is finally done - a wav viewer in the sequencer.

The most well-developed feature so far in VSXu has been the particle engine, and now it's gotten a well-deserved overhaul to support per-particle shaders integrated into the existing particle renderer, 100% point-sprite support in combination with these shaders, and other under-the-hood optimizations that all in all boost particle performance by about 5-10 times. This means 25 000 particles still with a software pipeline (which is advantageous in some aspects) which enables quite a bunch of cool effects not possible before.

Someone might point out that the real modern demoscene productions use the GPU for such calculations which is true and awesomely great, but not as generalistic, such things require hand-optimized code. However I'm going to look at some way to do that generally as well.

Also Vovoid is on the lookout for a new 2D CG artist since the current one's gone totally MIA (not replying to emails at all). There are some candidates that fit our style, so stay in touch for the results.

Also several new mesh tools have been concieved, including a heavily improved (optimized) ribbon renderer that now takes a mesh rather than a particle system for input.

If you want a build for Linux32, give me a holler, otherwise these goodies will be in the spring release of VSXu: 0.1.19
Take care!

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