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Showing posts from June, 2011

Transform Hierarchies ("Scene-graph")

A few days ago I was confronted with a publication of BitSquid on practical data orientated design, and one of the highlights for myself was the part about transform hierarchies. If you are not familiar with the article in question I recommend reading the article .

Material & shader management

In the upcoming changes in my editor I implemented the material system inspired on  Frostbite engine of DICE, binaries are download-able on the project page. Also I've implemented an conversion tool and file-format for future mesh formats using Assimp.