If you are interested in ray-tracer implementation basics or like to know how to multi-thread code using Spin-X Platform, here's a video that you may find useful: After reviewing the code I realized there was a small bug in the shadow calculation: The shadow ray intersection must check that the ray-object intersection is on the positive side of the ray (i.e. imint>0.0f). Otherwise objects that are on the shadow line but further from ...
Here's an overview video of Spin-X Editor, which is the world editing tool that's part of Spin-X Platform. The video covers basic level editing, different asset editors and static 3d mesh & texture import pipeline.
Here's a little GLSL compiler tool (Windows executable) I created for compiling GLSL shaders off-line for projects. The tool inputs a GLSL file, compiles the file using native GLSL compiler (outputs warnings/errors if encountered) and outputs a stripped version of the input code that can be included in a .cpp file (defines a static variable, much like Direct3D Shader Compiler "fxc /Fh" for HLSL). Unlike GLSL standard, the tool also supports #include preprocessor directives ...
Spin-X Engine has been in active development since late 2008 and below is a graph showing the progress in lines-of-code (LOC) since the beginning of 2009 when the engine was submitted to SourceForge SVN server for the first time. Currently the engine has a bit over 140kLOC, and as a reference UE3 had ~250kLOC for Gears of War. These numbers exclude external libraries used by the engines, such as image decoding and GUI libraries, which for Spin-X Engine add up to ~760kLOC. With the current progress ...
Finally got a new logo for Profoundic Technologies, woot! Hope you like it!