Here we go, folks...
First stab at resource management. All the files need to be specified by hand in their respective managers, but PNG and OBJ loading seems to be working. Also got a GL window popping up and drawing a red sphere, but it cannot be killed since it is not handling input yet.
Got rid of the sphere, now drawing the cube.obj with a mapped texture to prove the resource loading works. Can now also quit the app without having to do a kill -9
Adding the concept of GameObjects. They are composed of parts like Renderables, Collidables, Transforms, etc. Also added materials and material management to help with rendering of renderables.
Adding a Transform component for GameObjects. Also implemented my own matrix library. Not totally sure I have the rotations correct, as illustrated by the demo. Will have to think about that...
Got static world loading using a slightly customized version of the OBJ format. It should not be permanent, but good enough for the next two weeks or so.
Adding quaternions for rotations. Everything related to rotations and transforms right now is a huge mess.
Added a camera for controlling the view into the world. Added input handlers and manager for interpreting HIDs. GameObjects can have an associated input handler, which are managed using a stack by the input manager. Also added some assets I created for the Guelph Game Jam yesterday.
Adding support for material files (.mtl). Currently only use the diffuse color and texture, but it all works.
Made an attempt at bump mapping using multiple texture units but it was a pain in the ass. Instead, began working on support for shaders (GLSL for now).
Engine now supports bump-mapping via a GLSL shader. Objective 3 = done.
Doing a test of decal drawing via shaders. It will need to be cleaned up (right now any texture that has a bump map will get the smiley decal applied) but it all works.
Fixed some issues with quaternions and the way the camera was rotated. Changed the input so that the camera can be flown around the screen. Right-click enables mouselook.
Shadooooows. Huge pain to figure it all out, but we good now. For now, shadows only appear on the static (world) geometry. Self-shadowing on most objects looks bad. Also fixed a camera thing where it was possible to roll the camera upside down. You still can, but it has to be done intentionally now.
Alright, so, here's the Earth... chillin'. Got a skybox now. Needs a better texture, but I can find that later. Also fixed some polygon winding issues with the face-center-quad and texture indicies on that and the cube.
Simple particle engine implemented. Uses billboarded particles that shoot out of an emitter with constant velocity.
Got static collision detection working between two spheres. It's just a rough demo and only works between the camera and the collision sphere surrounding the spinning box.
Some silly little optimizations here. Added some constants for some common vectors, and played a bit with trying to get the GJK algorithm for collision detection going.
Adding the minimal do script for building on machines that don't have redo.
Attempting to add the Boost dependencies to the project using bcp. Let's see if this works...