Wake Engine Update #1

I’ve been putting in some more work recently on Wake engine. Some of the new notable features are support for loading models, a custom model format optimized for the engine (plus tools to work with the format), keyboard/mouse input, and a whole bunch of other stuff. The engine has come a long way since last […]

A game engine with Lua & C++

For a while now I’ve been working on writing a new game engine in C++. It has been a long process, and I’ve restarted it a number of times with each successive time getting closer and closer to a usable engine. Getting caught in a loop of writing and rewriting a project sucks, so I’m forcing […]

Making image transformations fun

A month or two ago, I noticed a post on Hacker News (or was it reddit?) about pixQL, which provides an sql-like syntax to query and create images. I was intrigued, and thought it was a really cool idea. A simple scripting language that made it easy to do programmatic transformations on images. I decided […]

Raytracing is fun

I decided the other day to write a raytracer in C#, since I haven’t done that before and I thought it might be fun. I have to say, I haven’t had this much fun in a while. Unfortunately I didn’t have the foresight to take screenshots whenever I changed something, so I don’t have many […]

Dive’s new scheduler

Just a few minutes ago, I committed some changes to Dive’s scheduler. No longer does the scheduler execute all expiring tasks willy-nilly; now it actually thinks! Now the scheduler can delay the execution of tasks if previous tasks took up too much of the game loop. The scheduler is fed the time of the next […]

This is a bad idea. Don’t do it.

Updated: New syntax was introduced in a recent commit. Specifically, semicolons were removed and arguments must now be specified in a C-like style (though if there are no arguments, you don’t have to use parenthesis). While playing around with Dive’s new scripting system, I decided to do some self-multiplying timers… Don’t do this. If you […]

Dive Scripting!

I have recently implemented a simple scripting system into Dive, which is similar to existing console command systems found in engines like UDK and Source, but has a few slightly more advanced features in it. Take this for example: Here I’m using Dive’s scripting system to set a variable “foo” to “Hello World!”. Simple enough, […]