Tuesday, August 09, 2011

Exploding objects

Few months have passed and I've basically rewritten all internals of the engine. Now there is much more generic scenegraph with nodes that reference to objects that then may have one or multiple meshes. While cleaning things up I removed a lot of unnecessary calls bringing some performance up and making it simpler to test more complex scenes. There is a factory class to create terrains and tunnels dynamically and in the future possible other meshes. I also wrote freetype2 support so that it is easy to test and use different fonts.


I started to write 'effect' support which in practice means that scene will pick a particular shader program attached to the node and animate its attributes, offsets and so on. First I started to work on 'explosion' that animates vertices along face normal with an offset. I'm pretty satisfied with the results so far. Plan is to either fade away pieces while making them smaller, or possibly just let them hit the floor after initial 'radial' movement.