Friday, June 08, 2012
Tuesday, June 05, 2012
The avatar's render component holds an IMI scene graph and is rendered by an MTGame render technique that is custom for that scene graph.
The name tag is rendered with Java2D fonts and turned into an OpenGL texture. The quad with that textures is set on an IMI scene graph node and attached to the character's scene graph.
The environment (ground, arches, trees etc) is using a render component that holds a JMonkey scene graph - same as before.
In this build the avatar can't move and a few things are disabled, more to come...
Quick asset changes review
All heads have been replaced, there are now four male and four female base heads.
Friday, June 01, 2012
Merging the code
Monday, May 28, 2012
Brushing off the dust
- MTGame - multi threading, component based architecture, rendering framework
- EngineCore - scene graph, collada loader and more
- Avatars - human avatars
Friday, May 18, 2012
Last post was about the release of the IMI avatar system to Google code.
Since then much has happened as you might imagine but the reason to restart this blog is that we are now in the process of integrating that codebase into the currently live OpenWonderland project. I am very pleased to see this and have high hopes for eventually pushing out and further developing many of the enhancement and new features we've developed on the IMI project SharedSpace.
Watch this space!