Q&A

What is the Aspect Engine?

The Aspect Engine was what I hoped would be the eventual result of my C++/DirectX learning process. Unfortunately the first version didn’t work out but I’m trying again but this time I’m using OpenGL and SDL (purely so it will run cross platform). The engine right now doesn’t do much but I would like it to be a complete system within which cool games can be made.

Who are you?

My name is Tom Savage. I am currently studying Mathematics, Biology, Design and Technology and Photography for my A-levels at school.  I have had an interest in gaming since I was about 6 and an interest in making games since I was 12. I talk about theoretical metaphysics and quantum physics as well a sci-fi stuff a lot with my good friend James. Check out Vast Worlds while you’re at it! :D

I do have little bit of programming and design experience under my belt. I have made a number of PHP content management systems in the past and I deal with Photoshop almost every day. I also spend abit of time using Blender for 3D content creation but I’m not a very good at the texturing part (I need help).

Are you crazy?

Yes.

Will you publish the source code?

It’s all open source. Feel free to browse/checout the repository at the Google Code page. The source is licenced under the GNU General Public Licence v3 but any sample content is licenced under the Creative Commons 3.0 BY-SA licence.

What features would you love to implement it you were able to?

  • Voxel-based terrain system (height mapping is implemented already)
  • Audio materials (materials with sounds linked into them)
  • HDR/bloom
  • Depth of field
  • Motion-blur
  • Physics
  • Bump/normal/parallax mapping
  • Self-shadowing
  • Soft shadowing
  • Fluids
  • A clean, clear and easy to use map editor.
  • I could go on and on :D

Is this all?

Until I feel like writing more, yes.


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