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"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." -- Albert Einstein

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11-11-2013 12:52 PM
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01-03-2010
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Recent Entries

C++ Project Generator

by JarkkoL on 06-03-2012 at 10:05 PM
pfc_project_gen is a C++ project generation tool to ease management of C++ project files (e.g. vcproj files for Visual Studio 2008, etc.) Normally when working with project files, project settings are managed manually via compiler IDE's such as Visual Studio property sheets, but this can become quite tedious and error prone task when there are many projects with several build configurations for several compilers to keep up to date. For example Spin-X Platform has currently around 40 projects with

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Implementing Multi-Threaded Ray-Tracer

by JarkkoL on 08-06-2011 at 04:15 PM
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

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Spin-X Editor Overview video

by JarkkoL on 07-01-2011 at 04:10 AM
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.

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GLSL Shader Compiler

by JarkkoL on 05-09-2011 at 11:22 AM
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

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Spin-X Engine LOC progress

by JarkkoL on 09-03-2010 at 06:46 AM
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

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