Friday, May 31, 2013


In followup to my last entry, I thought I would post a brief update on the development of the TEROS Engine. The current build of the engine incorporates a new polygon class structure, a refined scaling algorithm, and, most importantly, a polygon texturing function for the 3D camera class. Additionally, by dumping the program output to a text file and subsequently reading changes to the file in real time with Notepad++, I was able to ascertain that the flickering problem in my demo footage is solely due to my console clearing method, rather than to computational inefficiency of the engine.

Soon, I hope to begin testing the engine's ability to render multiple 3D objects and camera perspectives and to begin developing engine utilities to facilitate the creation of more complex 3D objects. Once again, if anyone has any questions about the engine, I would be more than happy to answer them.

Friday, May 24, 2013


Recently, I have taken to writing a C++ console-based graphics engine, which I have dubbed the TEROS Engine, and, a few days ago, I finished the first stable build of the engine. So far, the engine supports the creation and display of windowed, interactive menu screens that can be overlaid atop one another and rudimentary three dimensional perspectives and objects. Furthermore, I have also completed a video showcasing some of the features and development history of the engine, which, assuming I have properly linked the video, can be found directly below this sentence.

With any luck, development will continue to go smoothly, and I will be able to release an open source build to the public in the not too distant future. In the unlikely event that anyone is interested in learning about the engine, or that the spam-bots providing 99% of my traffic gain sentience and take some bizarre interest in this post, I will be more than happy to answer any questions.