I am working on an Octree for the scene space partitioner. There were other types of trees that I could use for my scene, but I like anything that is regular, which means most of the other options were out. Since I decided to do an Octree, I of course went looking around the web for any good examples, or implementations that I could glean some information from. I found overly complicated, bloated, strange, weird –did I mention strange?!?– implementations. Sometimes, I can find code that is short, sweet and to the point. Most of the time, the code is absolutely horrendous and written to be used as an encryption cipher. There are some fancy tricks that can be done with an OcTree using some properties of powers of two, but I will talk about it when I release the code.
So, what does this mean? It means, I am going to write my own, it should be relatively short –couple hundred of lines at the most. When I am done, I will make the code available for free for anyone to use for any purpose. I also cleaned up my math library more so I will upload a new version of that as well when I am done.
I finished integrating ASSIMP into my engine. It really is a great library; took one cpp file to bridge my engine with the library. Now, I can load more file formats than I knew existed.
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