CubicUnit is the name of my game development project. This project contains graphic rendering tools and game logic control tools. By using the tools, I can shorten the game develpment cycle. This blog is a information pages about what I will work for the project.

星期二, 十一月 15, 2005

最終還是分開了

之 前我想用一個Class去編寫3D Static和Animation的部份。但係,當Animation部份的功能越係增加,Static Mesh的部份就越係複雜。所以我決定最終還是分開了它們,這樣就算日後Animation Function如何複雜都不用擔心會影響到Static Function。

星期三, 十一月 09, 2005

揸唔定主意

在開發Render Engine的時候,我決定定義自己的3D File Format。因為這樣做,程式的自由度比較高,雖然難度都相對的高。一直以來我都有兩個方案去處理這個3D File問題。第一個方係將所有的Mesh,Bone,Animation輸出到一個檔案。第二個方案係將Mesh輸出到一個檔案,而將Bone和 Animation輸出到別的檔案。

由編寫程式到現在,我較為傾向用第一方案,因為這樣程式看來好像完整一點。但是,現在我才揸唔定主意用那一個方案比較好,因為方案二在編寫Animation Blending時較方便。

星期二, 十一月 08, 2005

一啲都唔容易

早前完成咗一部份3D Rendering的程式,身體進入了冬眠狀態。最近,我又想繼續工作。本來想加強3D Rendering的功能,例如,加入Animation Blending。但係,當閱讀相關的文件之後,要令本來程式支援Animation Blending一啲都唔容易。原來的程式需要一個大改動,睇來還有一段時間要跟3D Rendering程式搏鬥。

星期日, 十一月 06, 2005

Great Step

Near tried for half year. Finally, I make it. I can export 3D information and animation from 3DMax.

From the first day of my 3D graphic programming life, I believe that, if I wanna have better interaction control of 3D animation, I should well understand what data is expressed by 3D engine. At least, I could control the data from 3DMax. Today, even I am using a raw method, I can export bone, mesh and animation from 3DMax. Sure, it can play on my graphic player.

To let it more generic, I need to revamp and finialize it into my engine.

CubicUnit kickoff

CubicUnit is a the name of my game development project. By using this blog, you will know the latest update about the project.