NEWS

 

26 September 2010

- Again, almost a year, crap, I’m slow on updates :D. But that’s only because I focus on more important things. Anyway, development on my Relative Engine 3 has been going quite well lately and I hope to have something to show people in a couple more months. Completely DX11 based stuff since I think it’s a really cool API that allows for great flexibility. I have accomplished (finally) soft shadow maps, multithreaded rendering, compute shaders and they look really promising. Next is HDR + Bloom & SSAO :D.

 

PS:Oh and by the way, 3DS Max is really cool for prototyping shaders and giving artists a quick look at a model with a shader you’re going to have in your engine. It removes certain needs to have an engine editor, which can only help an independent developer ;).

1 November 2009

 

- I know, it's been almost a year since I've last updated the site and a lot of stuff has happened. I'm still working on Dawntide which is in the beta 2 stage. With my engine however, I've decided to drop the RE2.X editor & half of the architecture in order to create the Relative Engine 3 in which I will try to balance a code-driven architecture with a data-driven architecture.

 

My previous engines were extremely data-driven, to the point where I had to write the DX9 renderer from scratch. I also had a strict hierarchical data structure of the entire world in which entities were self contained inside their own renderable object and the renderer, physics system and editor were each executed independently one after the other in a frame, which is ok but multithreaded rendering will be desirable in the future, besides being more optimal. I also observed some interesting things in DX10 and the future DX11, and I am intrigued at the fact of building an engine with DX10 in mind from the ground up. I also plan on not doing editors anymore. They are ok if you have a large team or if you have a large world that needs to be edited somehow, and thus an editor will reduce development time. But given my situation I will just try to focus on doing small graphical or game demos because there's a lot of stuff I wanted to but haven't achieved, like say Screen Space Ambient Occlusion or 2.5D Motion Blur.

 

10 December 2008

 

- For the past few months I have barely worked on my game engine due to the full-time job that I got, and the last time I was working on it I was doing gameplay logic & menus which are kind of boring. Then I asked myself, what motivates me to do programming ? Sure, there's a lot of things I could enumerate, but what would motivate me to do programming while programming ? Cool new graphics features ! So I started a quest to discover Shader Model 4.0/DirectX 10. For more details and comparison pictures between my old OpenGL renderer and the DirectX9 and DirectX10 renderer, go to the forum post. A few important remarks though : DX9 rendering is about 2.5X faster than my GL rendering, while DX10 is like 2.6X, but I thin

 

10 August 2008

 

- I posted 3 new images of the Relative Editor .NET . And since I haven't worked too much on it lately I was wondering... would you like to use it in a binary form ? Meaning that I can give you the editor, executables & dlls plus a bunch of headers with a lib and you could easily make a game demo out of it, or so I think. Sure, maybe open source engines are more complete than this one, but I have a very powerful editing tool that cuts down development time a lot. Either way, if you're interested, send me a mail telling me what you want to accomplish (so I know if it's possible and that my engine has the features you request) and we can make a deal (it would be free, it's just not public ).

 

21 June 2008

 

- You're probably asking yourself what am I up to lately ? No ? Hm... good point. Well, develoment on RE2.X has been postponed due to the fact that now I'm working on an upcoming MMORPG called Dawntide.

 

4 May 2008

 

- Spheroid was freely released. It's a 1-level Ballance clone (hard as hell by the way :D). Not too much but at least it's playable and features Parallax Mapping. Warning ! You need Ageia's PhysX to run it ; Direct download ; Leave a comment.

 

21 March 2008

 

- I took note on what you've chosen from my blue wish-list to the left, so here goes :

- Lost Odyssey is the name and that's what I'm playing.

- I'm thinking of releasing a mini-arcade game Spheroid that was supposed to be my Level contest entry. It looks similar to Ballance.

 

 

17 December 2007

- Are you a game developer ? or a programmer ? or a student ? Then you should know that I'm willing to teach anyone about C/C++/CLI/OpenGL/Shaders/OpenAL/Game Development at an acceptable hourly rate starting at 5$/hour. How ? We got instant messenging, skype ( I'm a fluent english speaker) or I can even come to your place if you live in Bucharest. For that or any other potential jobs you may have for me mail me at cippyboy_7 atty yahoo dotty com you'll get a response in less than 24 hours.

 

 

27 November 2007

- jconserv.net just crashed, the forums were moved to a fancy phpbb3 though users and most posts weren't, sorry.

- The Level Contest was a disappointment, they sort of cancelled/postponed it since I never got a reply after subscribing to it. It could be held somewhere around May 2008, but who knows, nobody says anything anyway.

- I'm now working on a new editor based on the .NET Framework, and no it's not C#, it's C++/CLI which lets me combine Native C++ with .NET stuff like those fancy controls & toolbars you see in Visual Studio.

 

11 September 2007

- Out from Ubisoft and into RE2.X . The whole story is in the blog . Now I'll have more time to concentrate on my engine and hopefully on the completion of "Final Dream 2" . That is until I decide to get hired again :) .

 

16 January 2007

- Final Dream 2 has been announced as the official game powered by Relative Engine 2.X; more information can be seen here.(PS:you can't see images if your not logged in, spam protection :D).

 

20 November 2006

- The Forum now has some topics you could find interesting like the engine features, a FAQ you can contribute on, Developer Blog and some other neat stuff.

- The site gained a new structure, new information has been added

 

23July 2006

- I managed to set up a forum, we can now have a chat if you wish ?

 

15June 2006

- For anyone out there who would like to drop a few words, you can use the shoutbox down there, which I personally programmed in PHP, have fun.

 

31 May 2006

- It's been more than 1 year since the site's first launch, much has changed, and the Anti-Matter fusion project failed because of too many reasons. Now I'm trying to remake and upgrade the RE2 design (codename RE2.X), because most of the code was modyfied during AM. I hope I can come up with something this summer, just in time for the Level constest.

 

4 February 2006

- Relative Editor kinda stopped but I`m joining forces with an unknown traveller to produce the future Anti-Matter engine; Currently there`s nothing to show, unless you like tons of code :D

- You can still make a donation if you want to :D

 

5January 2006

- Things don`t look great, development almost stopped,I need some funding, any sponsors out there ?

 

18 September 2005

-More pics are up of the upcoming engine and the current Relative Editor 2 look

 

3 September 2005

-Relative Engine 2.0 is in the works,and you can check out the newest screenshots here

-The september issue of "CDForum"(Romanian Magazine) has a shorter interview on the engine

 

1 August 2005

-The august issue of "MyComputer"(Romanian Magazine) has an interview with me about the engine

-A picture of the magazine 2 pages interview is available here

 

30 May 2005

-For suggestions/comments there`s always a mail adress : cippyboy_7@yahoo.com
-The Downloads section has CatastropheV3 for download and Engine Specs in Romanian language