Sunday, August 14, 2011

Lots of stuff done!

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CHANGE LOG
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-Removed Advanced lighting (too slow)
-Removed Newton Physics (temporary)
-Added Sparky's Collision DLL
-Added player controller
-Added Anisotropy (16x)
-Added AntiAlaising (18x)
-Enabled VSYNC
-Added Poly Counter
-Added TBM
-New Map
-Added Realtime Occlusion Culling (Dynamic Objects only)
-Enabled xlook

Wednesday, July 27, 2011

Surprise!

Back from vacation rewriting again to be faster. evolved shaders coming. Scripting language similar to FPI in progress.

Monday, July 4, 2011

Tuesday, June 7, 2011

Rewrite

Rewriting again to be faster and to use a different object types and a object management system.

Tuesday, May 31, 2011

New logo :D

Made a logo, now at the top of the Paradox engine thread on tgc forums.

Muzzle flash, and .gun files

In this small update I am releasing I have added a customizable muzzle flash for each gun. The first file format .gun has been added to the engine, use this format to customize your guns look and feel. In future versions more options will be added to the file.

Sunday, May 29, 2011

Collision finaly working (for the most part)

YEEEEESSSSS!!!! Collision is now working! Its still only sticky collision, Good enough for me at this moment though. Sliding col coming soon.

Thursday, April 28, 2011

First major bug D:

Found a major bug in my console system, if anything other is entered other commands commands no longer work.

Working on squashing this bug but if i can't in like 10 min then I'm moving on to finishing collision because I really want to get collision working.

Wednesday, April 27, 2011

Collision almost finished!

Had to manually make a sphere cast, now about 85% done with collision, Demo 2.1.2 should be coming soon if I have no more complications.

Monday, April 18, 2011

After a break from programming Im' back and resuming work on adding shaders.

Saturday, April 9, 2011

Taking break for awile

I wont be working on PE very much this next week because i have been working on a flight sim.
If i feel really board i might integrate it into PE later.

Thursday, April 7, 2011

Newton Physics!

Looking into physics systems right now... Newton looks great :D but i do allready have Dark Physics....

TBM Done!

Well sparky's is proving to be annoying, so i went ahead and put in timer based movement

Rewrite - Adding Collision

Iv have gotten the engine rewrite to a stable state and am now integrating sparky's collision, cross your fingers :/

Wednesday, April 6, 2011

Engine rewrite has started, new features coming in beta 2 (2.1.2)

Background of the project

Seeing as I have not had a blog on this project until now I think it would be a good idea to fill you guys out on what Paradox Engine is, or rather what it will be.

I started on PE about one and a half years ago while I was still learning to program in Dark Basic Pro, for me then it was a learning project, a place to collect all of my new ideas in programming and see them work together. It eventually turned into a big hobby for me, adding new stuff and eventually deciding to make it into a engine.

I work on it at least six days a week for around two to three hours a day. Thats 18 hours a week or 1095 hours a year. So iv been working on this for around 1642 hours. I don't thinks thats so bad for 21 versions of the program :)

you can find the TGC forum thread here: http://forum.thegamecreators.com/?m=forum_view&t=183256&b=8