The Antepenultimate Lighting Post

I really do like to use $5 vocabulary words, sometimes. Anyhow, this is just a quick note that I’ve got lights into VectorStorm.  There might be a few minor API changes to them from here out, but they’re now basically functional.  Currently supported are ambient, directional, and point light sources.. which should be all I…

On translations

So I took a brief break from lighting code today, and laid the foundations for translation support in VectorStorm.  Basically, game code now requests coded “string keys” from the localisation system, and the localisation system provides the matching translated string from a data file.  I have this all working right now, but am missing a…

Progress on Lighting

Wanted to post a quick update.  Work stuff is extremely busy for the next week, possibly the next two weeks, but I’m still getting little bits and pieces done here and there.  I mentioned earlier that I’m working on putting 3D lighting support into VectorStorm, but it’s taking a little longer than I’d hoped. Here’s…

First VectorStorm Lighting Test

Still heavily in progress, but we’re on our way!  Proper real 3D lighting in VectorStorm;  calculated on the video card and everything, like a proper 3D game! Still early days;  in the above shot, the light is hardcoded, as are the parameters of the specular hilight on the red ball.  But other than that, it’s…

[Tech] Musing on VectorStorm lights

So I mentioned earlier that I’ll be adding lighting support to VectorStorm.  This breaks down into a number of little tasks.  In particular: Need a ‘vsLight’ class for setting up and positioning lights. Need to add ‘normal vector’ support to the vsDisplayList and vsVectorBuffer objects.  And, of course, to the vsRendererSimple. Need to add some…