Hi,
I just came accross your library after a google search and have to say it looks great so far!
I was reading through your plans for the future, and I just wanted to comment that I think generating textures of different sizes would be a fantastic, so I hope you implement that soon.
I can forsee two uses for this library:
1. Generating high quality procedural content for games/animations
in this case, file & library size is somewhat irrelevant, and things like floating point color (templates? pixeltoaster?) and custom resolutions would be very important.
2. Generating content for 64k intros, in which case it would be really good to keep the library code small.
At the moment your library seems to be heading to the middle ground, it would be great if you could fullfill both niches. The library at the moment seems to be a bit too bloated for use in the demoscene. It would be good if the core texture generation part was stripped out a bit more, and supported conditional includes similar to minifmod.
From a speed perspective, I don't think you need to worry about that yet, there are always plenty of opportunities to optimize later (eg: multithreading, you have some nice little independent tree branches there)
What I would like to see in the next release would be:
- Multiresolution textures
- A tiny example application that just produces a texture from an example project file.
Including the tutorial and some more example textures with the initial download might be a good idea too.
Keep up the good work!
PS : website looks nice!
PPS: how long till the next release, and whats the best way to get involved with FXGen?
Hello!
Hello! I'm glad you're interested in the FxGen project.
I've not talked with the primary developer(s) of this project, however, I don't believe that the demoscene 64k intros are in the scope of the current program. Tightening the codebase is probably a good idea, however, it would make sense to wait to optimize the program until we figure out all the features we're going to add to the program.
As for games, that is definitely a goal for this project. We're working between different projects to get this implemented.
Johann is still working on the multiple resolutions. Anders is working on an SVG implementation.
Also, thanks for the website compliment. :-)
If you would like to get involved in our fledgling FxGen project, and if you would like to devote your time to implementing a smaller FxGen library, adding new features, implementing it within your own project, etc... Please let us know. We'd be happy to add a new member to our small team.
Yes, I think I would like to
Yes, I think I would like to help out: I've had a fair bit of computer graphics experience (VJ software, demoscene, etc.).
When is the next release planned? I read somewhere; 'soon'.
Who are the primary developers? (perhaps an about&contact section on the website?)
You can read more about me and contact me from www.adrianboeing.com.
Good idea
Helping out sounds like a good idea to me. ;)
A about/contact page could be a good idea. Alex, what do you think? Could you add that?
Re: FXGen
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PPS: how long till the next release, and whats the best way to get involved with FXGen? Thanks
I work hard on next release,
I work hard on next release, I have rewrite all the operators engine for a smaller and simpler library. Now engine can support (not used yet) multi threading too.
I use a modified version of FxGen0.6 Editor in order to export operators graph for my tests.
I need to adapt editor to new engine now...