So this feels weird after disappearing for how long but here goes. After the last post, I have had a lot of things happen some good some not so good. I will not go into detail but life loves to get in the way. The upside is it was not all bad I managed to … Continue reading Change of Pace
Category: Erde Engine
GUI Expansion
So I really need to break the habit of posting whenever is convenient so here goes. So in order to progress further, I needed to further expand my GUI systems to allow for more complex tasks. In order to achieve this, I opted for an event-driven system and ran across a fun issue that had … Continue reading GUI Expansion
New IO Systems
So I spent a while overhauling the IO system in the Engine. This came about from me having to write the same IO code over and over again when I was loading a file from a different file system. The solution was to spend some time ripping out all the boilerplate code and replace it … Continue reading New IO Systems
Erde Physics
While developing the engine it was becoming more and more apparent that I could not put off working on the physics engine. Seeing as many of the physics engines out there work for primitive objects and meshes rather than distance fields this was a little tricky to figure out. The Solution After experimenting with several … Continue reading Erde Physics
The Discord Update
I realized I had not posted in a while again so I figured I should post again to give an idea of what is happening with the engine. Most of the work has been under the hood but there are a few notable changes. User Interface The lack of user interface was becoming apparent … Continue reading The Discord Update
Major Overhaul
So after a while, I have decided that I am not happy with the current performance of the engine. Side note for those that say to use C++ yes generally faster than C# because of the extra control. It, however, does not solve the problem of being slow it just masks it(As I like to … Continue reading Major Overhaul
Erde Engine
So after a long time of though I have finally decided upon a name for the engine and from now on it will be know as Erde. Just to note when looking at past posts Erde and PerTerra are the same engine. I will be migrating posts to the new name. Other then that I … Continue reading Erde Engine
PerTerra V3
After a while of playing around with my old engine for a while it was a pain doing anything with the OpenGL drivers choking the process quite a bit. This was causing quite a pain as minor change to the engine would cause poor performance. A lot of the people I spoke to suggested that I … Continue reading PerTerra V3
PerTerra V2
After a long wait I have been able to reassemble the engine. With this I have been able to expand the feature set and refine previous features. With this version I have refined the pipeline in order to speed up drawing by implementing view fulcrum culling. This has allowed me to exponentially increase the amount of … Continue reading PerTerra V2
Multi Camera Rendering
After a while of getting no where and taking a short break from the frame work to work on other projects I have finally come back to Per Terra (still need to think of a better name for it). As it turns out I left it in a horrible state and had to put aside … Continue reading Multi Camera Rendering