Lightmap generator almost finished (including simple shadow generation)... (no spotlights) --> every mesh can have its own lights per animation-frame and generate its own lightmaps for each animation-frame
basic functions of the Application Database Manager in Visual Basic is finished and running ... final data is exported as simple system-independed txt files at the moment so its usable under every system (added a simple screenshot@screenshot section)
wrote a simple application-inern database
added some basic lightning (1 new simple screenshot available)
not many other news .... did alot of cleanups/updates and removed obsolet code ...
wrote garbage-collector thats working pretty good ...
engine itself is still at ~25.000 lines + ~1000lines of TransactSQL/Visual Basic code for application managemend
I decided to create an SQL-Database to Manage all the 3D-Objects with its Properties ... (for creating applications/games) Therefore I use Visual Basic to write the Database-Manager ... It will be distributeable to any Windows-System using the free developer version of MS-SQL-Server
So I created an Active-X OCX that is fully integrated in the 3d-engine-concept ...
Using that OCX i wrote a VisualBasic-3D-mgfx-Model Viewer with only 20 lines of Code !!!
the OCX can uses any PictureBox or Form as rendering-target
Reached the -->20.000<-- lines-of-code-mark today (exactly 20500 lines of code in 104 cpp/h files)
no linux support today in that update .>
Added own API-independent Texture-Mapped-Font ... (using a simple selfcreated bad looking charmap.tga (fixed courier))
Added Command line parameters for changing Renderer/Map/Sky ...look params.txt
Deleted the Misc3d library ... moved the stuff to graphicengine
GameEngine is ready for starting the game now ... GameObjects are managed completly own their own now (physics/speed), can be applied to CameraView or Lights... and consist of either mesh or particle systems ...
included simple collision detection (thats damn too slow without a real mapengine) ... deactivated by default
other bug fixes / updates ...
(tga-colors wrong sometimes and bmp-file support still broken)
direct3d and ogl work completly even well now ... choose it by command-line-parameter (d3d lightning disabled though ... cause its not really supported by the engine at the moment)
started the whole engine ... (after collectin experiences with my old non-modular engine rpg2 (which has still more features than the latest release of this one ... it includs Lightmap support+bsp what will move soon to mgfx)