Saturday, 10 October 2009

The Description Stage

This week I have been working on, and researching for, The Description Stage; this is the initial part for the written aspect of the module. I have made this available online since I was unable to print this in colour.

Monday, 5 October 2009

Beginnings

Welcome to the Loci project's blog. In this blog I intend to journal the development and progress of the Loci API, my 3rd year dissertation project. In addition to this blog there is a dedicated Loci website, there you can find more information about Loci and this project. At the moment everything is in a state of flux and the website has only just been created so there isn't much to read, but the hope is to progressively add content as time goes on.

My plan at the moment is to make fairly regular blog posts, I don't think it necessarily makes sense to tie them to a fixed schedule, for if there is a slow period in development for various reasons then I would rather not have forced myself to make posts that only contribute to 'blog noise'. That said, I do hope I can make a post at least once a week where possible, and then more frequently as required, perhaps a regular schedule will fall out of that - milestones will be blogged about as well as general progress and any expected long delays in blog posts should hopefully be indicated too.

I shall also be taking screenshots (of screenshot-able progress), here's the first one:


In this screenshot, you can see a console window display details about a 2-bone hierarchy and a black Win32 window. I am working on writing an infrastructure for supporting a high-level renderer implemented with Direct3D9 - at the moment none of the black in the screenshot is hardware accelerated black. The renderer is planned to be an official component of Loci but not a required dependency, it is expected that many users will want to use 3rd party renderers in conjunction with Loci and may not wish to be tied to Direct3D and Windows.

Why Direct3D in the first place? - I have elected Direct3D as my graphics API of choice over OpenGL for a few reasons:

  • I have some experience with OpenGL already and would like expand my knowledge.
  • Direct3D exposes only the most efficient code paths, OpenGL's efficient code paths are hard to find in a large sea of extensions.
  • As things stand, and if there's time, then I hope to write a jogl renderer later and I would like to showcase the variety of two different renderers working with Loci.
That's it for this first post, I don't expect that they will be this long generally, but as this my first post there is a fair amount to write about (and a lot I haven't said yet).