It has been a while since I posted someting in my blog. So let's try to remedy that situation now.
Lately I have been working a lot on CrystalBlend. Things are now looking very good and I have a good feeling that this is going to work very well in the future. I also seem to get a lot of support from the Blender community so I hope it will turn out to be useful indeed.
On the Crystal Space and CEL side things are a bit quiet now. There are several smaller things slumbering in the background (like a CEL camera redesign done by aarobber and some other stuff) and thebolt is still working on the lighting redesign.
I'm also feeling like starting another visibility culler soon :-) With the failure of the static PVS I think we still need something that is simpler then Dynavis but can still manage to cull more then Frustvis. The idea that I'm having now (inspired by biki on the #CrystalSpace channel) is to have a static KDtree (as opposed to Dynavis which uses a dynamic KDtree) that is built from all static objects in a level (so it would require objects to be marked as static). This KDtree would actually split the objects to the nodes. The advantage of this approach would be that we can traverse the KDTree in perfect front-to-back order which means that we can use a coverage based culling system that doesn't need the depth buffer. So this would be more efficient because the coverage buffer writes would be a lot faster and also the KDTree doesn't need modifications. The disadvantage is that you must mark all static objects so this method is not really usable for highly dynamic levels. In practice though most levels are about 98% static.
Xotic recently showed me his latest work for Crystal Core. Things are going to look SOO nice :-) When Xotic finishes his levels it is time for me to prepare the Crystal Core tech demo. I think this will really be something very nice indeed!
On the 'looking nice' front there is also a lot of very interesting work done by the team that did the Fuel game. They are now working on something that resembles Doom3 a bit in visual appearance and atmosphere. From what I can see so far it looks absolutely amazing!
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