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.