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July 28th, 2010

Finally we wrote two tutorials for Kochol Game Engine.

I hope we can write 5 tutorials at least before releasing the new version of the engine.

The new version will release about 2 or 3 month later when I complete the new material system for the engine.

The tutorials links

Compiler setup
Hello world

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July 6th, 2010

The terrain now accepts normal maps and also you can mix the texture color with a color for every vertex.

For example you can make grasses yellow in an area.

Tile Terrain with normal map

Tile Terrain with normal map

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May 10th, 2010

Welcome to official website of Kochol Game Engine(KGE).

I hope to make a good community here for KGE users and also write some document for engine.

If you are interested in joining KGE and help us to improve it or you want write some documentation for engine leave a comment here

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May 5th, 2010

The alpha test implemented in engine and shadow map renders meshes with alpha test.

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May 5th, 2010

I implemented Refraction effect in KGE and now effect manager can manages post process effects too.
Effect manager can prepare rendered images upon the post process effects needs. For now effect manager prepare the color map.

I add a screen shot from Simorgh editor here.
Simorgh editor is a 3D world editor build with KGE

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April 27th, 2010

The shadow map implemented in KGE and there is an effect manager now that works with scene manager together.

The effect manager controls shadows, post process effects and some built in materials.

The KGE physX port is updated and now it has Ray casting, dynamics, triggers, collision detection and some new shapes.

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April 24th, 2010

Hi all

Currently I am creating a new scripting language called Cyrus Script.
Cyrus Script(CS) syntax is similar to C language and it’s in early production.
CS has a different design from other scripts. It dose not use virtual machine to run the script programs.

I test CS speed against C++ and the results was amazing when you don’t use default C++ types like int for all commands. CS is 5%-15% slower than C++which is very good performance result. I heard the fastest scripts are 15 times slower than C++.

I also test CS speed against Angle Script and CS was 6 times faster than AS.

I want to write a technical article about the design of this script. Please if you have any information on this please advise me how can I do this.

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March 1st, 2010
  • I worked on shadow mapping and after some works finally I successfully implemented shadow mapping for directional lights but I don’t add this feature to the engine yet.

  • Now KGE use PhysX for the physics and dynamics You can build the terrain shape and box for the dynamics and we will add more shapes for dynamics later.
  • Everything in scene is rendering with multistream
  • The Animated Meshes and tile terrain now use dynamic vertex buffers
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January 3rd, 2010

I added multistream to the engine which was introduced in GPU gems 2 book. When I test shadow mapping with multistreaming I gain 7% speedup.

I also work on a new shader design that is XML based and add flexibility to the engine for shaders.
This design is not artist friendly but it is programmer friendly instead.

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November 25th, 2009

Today I added decals on terrain.
They are nice and you can rotate decals on terrain and use them for selecting effects also I have an idea to use decals for add dynamic lights on terrain.

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