Tuesday, June 10, 2008

Pulse3D

Pulse3D started as a result to the addiction to game programming. I got my first real taste of this new flavor of programming when I made a few ridiculously small games for competitions; and then a rather crude one for my college major project.

Pulse3D is supposed to be a game engine (rather rendering engine) that will allow game developers to use OpenGL or DirectX as the underlying rendering subsystem. Being a hardcore fan of Linux; I'm targeting OS independence by isolating the Windowing and event system from the engine.
The project being propelled by a one man army at the moment, I'm not much into documentation; but the design is rather clear in my mind. The features supported at the moment include frustum culling, meshes, lighting, collision detection, camera, memory management and the other basic infrastructure. Currently everything is using OpenGL as the renderer, but the design is flexible and will have DirectX added at a later stage.

After building in basic support for meshes, rendering and lighting, I thought of giving my own code a shot from the developer's side. So I built an app that was using Pulse3D, loaded and rendered a chess piece I found on the net. The screen-shots demonstrate the use of meshes, and lighting.
However, I did find out that my api as yet is not very user friendly; and has some bugs I'll like to get rid of.
The next feature on the list will be Textures; so that Pulse3D will be able to load basic textures, and instruct the underlying rendering subsystem on how to apply them.

The obvious question that comes to mind is that will it revolutionize something in the gaming industry ??? Well just being blunt in my answer, its too big of a dream to think that way. I'm working on this project just as a hobbyist programmer, just for the passion. I learn new stuff this way; going and developing stuff (often from scratch).

Pulse3D is hosted on Sourceforge where you can track its development;. http://sourceforge.net/projects/pulse3d
Although be warned that at times you will not see updates for weeks in a row... just presume that I'm either caught up with office stuff or collecting the ingredients for the next magical spell.

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