- Ability to change the background color
- Optimization of surfaced mesh for better performance
- "Detail" and "Resolution" settings for more control over surfacing
- Saving and loading of models (in progress)
Tuesday, November 3, 2009
I started working on creating an actual website for this app. Along with the updated UI, there are a few additional features:
Wednesday, September 30, 2009
Metaballs - Part IV

I'm continuing to make progress:
- Faster geometry creation
- More accurate normals (much smoother looking models)
- Y-axis limits on metaball position
- (Highest detail setting now works correctly)
Wednesday, July 29, 2009
Metaballs - Part III
A few more tweaks to the code and I think things are starting to look pretty good. Along with a few usability changes, metaballs can now be scaled down pretty small for more detailed models, and the user can manually change the resolution of the resulting model. I recommend NOT using the highest detail level, since it will probably time out.[Statuary]
Friday, July 24, 2009
Metaballs - Part II
More updates to the Metaball code I posted a few days ago. Along with a few other tweaks, the biggest change is support for scaling (click a ball to see scale slider).[Statuary]
Monday, July 20, 2009
Metaballs - Part I
One integral part to Statuary (still not sure on the name) is easy-to-use metaball support.This demo shows off metaballs in action, both the manipulation of the metaballs and the building of a final mesh.
There are still plenty of bugs in the code and tweaks to be made, check back in a day or two for an updated version.
Monday, July 13, 2009
Tuesday, July 7, 2009
Core changes
Not much to show at this time, but I've been making a lot of progress lately. I ran into a few snags while working on my Statuary app, so I decided to re-evaluate some core rendering code and make it more complete. I had previously been taking a few shortcuts which had worked at the time, but in practice it turns out the engine needed more flexibility. Although it's a setback, this is the exact reason I wanted to make this app: to see how well the Silverback3D engine works in a real-life situations and what features it needs to be fully functional.New engine functionality that is either in progress or completed:
- Optimized simple shadows
- Normal mapping (only object space for now)
- Significant performance improvements by switching from arrays to vectors
- Polygon picking
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