Profiling a C 3D engine using Valgrind

 I recently faced some memory corruption problems on my PATRIA 3D engine which are quite painful to be solved. Luckily I started using Valgrind, an opensource dynamic analysis tool which can debug the memory allocation of a typical C program. Valgrind is free and can be downloaded at this URL. http://valgrind.org/ The very interesting part […]

Fantasy Racing Alpha 2.2

 A video o the Fantasy Racing Alpha 2.2   This version shows the following:   – New Blinn-Phong based shader for 3D objects rendering – New Linear Fogging – New depth culling – New HUD for the game – Track ground and Borders

Fantasy Racing Alpha 3.0

Here we are, the version A3.0 of the new teamnovasoft game Fantasy Racing. Many optimizations have been done. Now the new engine implements the uber model technique which aggregates multiple 3D meshes into a single object in real time in order to perform massive OpenGL Batching and let the GPU operate at its maximum power. […]

The Pain of Memory pointers

 I always loved the C language, it is a pure passion for me, I always use this fantastic language when I need to develop real time applications. These days, I am very focused on my new 3D engine called PATRIA and I am now doing some housekeeping procedures in order to avoid memory leaks and […]

PATRIA Engine Alpha 1.0. Selection Picking System!

 I am extremely happy to announce the release of the Version Alpha 1.0 of the PATRIA 3D engine. The new version introduces a brand new selection system in the PATRIA engine based on the color picking / render buffer rendering. The whole PATRIA engine has been modified to support this new technique and now it […]

Extreme Cubes Racing – Alpha 0.3

 Extreme Cuber Racing Alpha version 0.3   I am very proud to announce you that all the changes required in order to be OpenGL ES 2.0 compliant have been completed.   The new PATRIA engine now supports:  – Hemispherical Lighting Shader – Texture 2D-3D and cube mapping support – Custom ModelMatrix – ViewMatrix algorithms – […]

PATRIA Engine is now OpenGL ES2 compliant

  Last night I have completed the whole set of matrix transformation functions, the new custom modelview matrix stack (with my own version of the PUSH/POP matrix) and a temporary version of the hemi light  shader to support the new OpenGL Version.   so far, so good, I have still the strange artifacts I was […]

Killing artifacts on OpenGL Shaders using Mesa3D

Today I was finally able to upgrade the MESA3D libraries using DRI HW accelleration on my Ubuntu 10.10 installation.   The upgrade fixed a lot of problems, in particular the rendering of the meshes now don’t have anymore the strange artifacts of polygons blinking around. Not bad, nice start.   Having finally apparently solved the […]