Game Development Community

Status Update on Atlas! (also, Ben On Vacation)

by Ben Garney · 06/13/2006 (12:51 pm) · 35 comments

Howdy!

Long time no chat. What's new in the world of Ben?

Well, after a lot of focused development, the new Atlas codedrop is nearly ready to release. Yes! It's exciting! It's a complete refactoring of the current code, to be easier to extend, modify, understand, debug, and use. Many bugs have been fixed from the previous code, as well as a few performance boosts (especially to collision queries with large bounding volumes). It also has a basic GPU-accelerated texture blender, which is the first step in big things to come.

static.flickr.com/71/162624048_1dcaed2994_m.jpg

The new drop is functionally equivalent to the current code, with some cool improvements and the groundwork for a lot of future growth. Once it's up in CVS we have several contractors lined up (and a few more we're looking for, post a comment if you're interested in helping with Atlas dev!) to start rolling out editors, enhanced rendering features, file size optimizations, etc.

But in the meantime, life intrudes - I have a family vacation to Disney World and will be gone until the 25th! I was hoping to get Atlas out the door before, but for some reason Brian and Josh weren't interested in getting inundated with a bunch of questions and maybe even bug reports about it while I was out of contact... so unfortunately the general public launch will have to wait until I get back.

I've posted a prerelease rought draft of the docs on TDN at Using Atlas2, so if you own TSE you can check out what's coming. Mostly a MUCH easier to use toolchain (yay!), in addition to the aforementioned core changes. Feedback welcome, just send it to my e-mail address and I'll get back to you when I'm back in front of my computer! (Or if I just made a typo, you can fix it right on the site - aren't wikis great? :)

In other news - there some significant updates for TDN and Elixir pending, which will come after Atlas launches. I've also found someone to help me with the Forest Pack so hopefully I'll be able to get it out the door sooner than later. And the usual hundred and one awesome things that happen and I forget about, have happened and I've forgotten about them. :P

I look forward to getting Atlas into your hot little hands as soon as I'm back in Eugene, and helping my co-developers roll out a ton of awesome new functionality. Meanwhile, I'll be free to spend more of my time on a new, unannounced project... I'll leave you with a teaser shot of some of my research for it. ;)

static.flickr.com/57/164662736_ec080136c4_o.png
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#1
06/13/2006 (1:08 pm)
Sounds great. I have no clue what the unannounced project may be.
#2
06/13/2006 (1:08 pm)
...Fluid dynamics?
#3
06/13/2006 (1:29 pm)
Fractal Explorer for TGE? =)
#4
06/13/2006 (1:30 pm)
I think Mike is right. Fluid dynamics.
#5
06/13/2006 (1:32 pm)
Sweet. Have a nice safe vacation Ben.
#6
06/13/2006 (1:36 pm)
Cant wait for the Atlas editors :p
The new project looks cool - I will agree with Mike
#7
06/13/2006 (1:39 pm)
Have fun, Ben!
#8
06/13/2006 (1:47 pm)
looks like some kind of contour map to me.
#9
06/13/2006 (2:51 pm)
Horray! The long awaited Atlas2! I can't wait to use this.
#10
06/13/2006 (2:51 pm)
Great to hear the Atlas tools are moving Ben! A TSE port is near...
#11
06/13/2006 (2:58 pm)
Interesting things going on in the Atlas world.

Have a good holiday :)
#12
06/13/2006 (3:12 pm)
Heya Ben, did you ever get my emails concerning the forest pack?
Have fun at Disney Land :)
#13
06/13/2006 (3:17 pm)
World, not Land. :P

Toss me another one, gmail is down so I can't flag your previous mail and I'll definitely forget by the time I get back...

Thanks for all the wellwishing, guys! :)
#14
06/13/2006 (4:24 pm)
Give Disneyworld TSE, so they can use it in their next ride!
#15
06/13/2006 (6:35 pm)
For those who have never been to Ben's family's house (and im sure there are plenty of you), there are framed animation cells all over the walls. Its awesome and it also kind of explains why ben looks and acts like a cartoon.

:) Have fun buddy. And way to go on the atlas progress.
#16
06/13/2006 (8:07 pm)
Ben, thats lame dude, what is that pic at the end?
#17
06/13/2006 (9:18 pm)
Cool... looks like some kind of CFD or Quaternation shader...
#18
06/13/2006 (10:03 pm)
Kick Mickey in the shins for me, he scared the hell out of me when I was younger.
#19
06/14/2006 (3:08 am)
impressive stuff as usual - shame im not a TSE owner..still its nice seeing things progress :]

Not sure what that whole "liquid metal" effect thingy is your working on...but no doubt you will spill
the beans at some point.

- i know its not high on the list of things to do..if its even on the list - but can we expect to see some new
TSE engine demos? showcasing all the funky new stuff...probably wouldnt work on my retro kit, but im sure
others would like to see all this stuff in action..those of us that cant make it to these big showcase events..

i want to see a shaderfied Disney FPS with lots of GORE - i hate them cutsey toons, taking them apart in
true Gorey doom fps style would be most excellent..thankyou :p

good stuff ;)
#20
06/14/2006 (4:37 am)
Matt,

GarageGames or a bounty-hunter is probably making a demo for TSE soon. I don't think you should worry :) TSE without a demo would be hard to show off.

I am also pretty sure some games will start showing up soon that uses TSE.
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