Chuckya64 Progress Update – Alpha Phase 1 ending soon!
July 27th, 2015 -
Posted by: Astreos in Uncategorized
Okay, hello. Yes, I know. I didn’t tell you anything about the progress so far. But why? I give a short, but yet detailed explanation why: 1. Because I can. 2. Because there’s no need to post all 5-10 minutes about the progress unless it’s something really huge and something which is of interest to the average user. Of course, I can keep you updated with all kind of progress updates but well it destroys the tension + No one would give a fuck about it because it’s probably way too technical for you. If you’re so deeply interested into the technical part then wait for the source to be released (will be released under MIT-License) even if I doubt that 98% of the community could do something with it (which is also why I want to offer a more simple way of extending like a kind of API so people can extend Chuckya64 features themselves without getting the whole source and struggling around on how to compile it).But now back to topic; I want to announce now that we’re soon ending alpha phase 1 stage and entering into phase 2. Basically (to summarize it) we made “phases” on what parts of the project we’re focusing on. Phase 1 (started around 2 ’till nearly 3 years ago) was pretty much the concept, programming rendering engine, the mathematical stuff (programming vector3 datatypes etc. etc.), studying openGL and DirectX API and many other complex tasks which half of them weren’t made by me but by Jeremy(especially the mathematical parts about vectors, quaternions, and more) who is the only real math genius in our team. Phase 2 is focusing now on the rendered GUI respectively we’re now going to make the “level editor” GUI. Later in alpha phase 3 we start with the actual SM64-part (= parsing level scripts, behavior scripts, fast3d, geometry layout scripts, etc.) and after phase 3 is done (If we assume that phase 2 is gonna take 3-4 months, phase 2 ending in October, then phase 3 would take only weeks until 2 months, which means that the final phase is over in December or January 2016) we will enter beta stage which will also include a first beta release of Chuckya64. Until then it’s still a long way to go and if you can’t wait for it and are too nervous and uncontrollable, then well, there’s another level editor being in progress which is most-likely going to be finished earlier than ours. It’s your decision in the end.
To show off a few things, I’ve loaded bob-omb battlefield (rotation is not yet working correctly, that’s why I couldn’t fix it) without texture and just it’s raw model, look here:
(Click on pic for full size)
In that case I also tested out shadows, lightning(ambient) etc. Skybox is not properly working yet and needs some improvement which I’m probably going to invest into today.
It’s nothing special really to see here, except that we written a working .obj parser. The point of this post is basically to show that this project is not dead but is being made “behind closed doors” and so you shouldn’t expect me posting 24/7 updates about it. Of course, I will post here if I have something really significant to post.
At last, I worked on a rendering settings GUI. As you can (maybe) guess the GUI buttons previewed here are no 3rd party GUI elements like wxWidgets or similar and it’s also not ubuntu gui elements. What you see here are 2D rendered GUI elements by the rendering engine. Of course, this makes it a bit harder for us which is why we’re also working on a small gui editor to increase creation and proper placing progress. These settings will offer Direct3D rendering and OpenGL rendering. Direct3D is only offered to Windows, while Linux and Mac will only have OpenGL rendering.
![[Image: f66acad5ae3d213792e6698f7816cf8e.png]](http://i.gyazo.com/f66acad5ae3d213792e6698f7816cf8e.png)
EDIT:
Before I forget it, the logo (for chuckya64) was made by PablosCorner(Megaman511again or whatever his other name was). Thank you man.
Bye bye.
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