Blog

We Have a Website!

I am very excited to announce that PAZ Virtual now has our very own website! (You’re reading it!) I don’t have the time to say as much as I would like, but suffice it to say that I’m pleased with the way it’s turning out so far, and I hope that it will make it possible to reach more people and get them excited about the work going on here.

As far as the work goes, I made some big progress recently: firstly, the issues with transformation ordering differences between GLM and PAZ_Math have been fixed (some parts of the process might still be transposed and have other issues that make the intermediate math not quite match what you’d get from e.g. MATLAB, but the net result is flawless). Secondly, the quaternion math has gotten a big upgrade, which makes that all-too-important rotational kinematics work properly.

In other news, file saving and loading is completely up and running on the Mac version (and should be very easy to expand to the other platforms), and the PAZ Engine more-or-less offers functionality for things like autosaving, thanks to the Entity::state_dump() and Entity::load_state() functions. I also figured out some things to improve the stability of the physics for the long-timescale/high-timewarp math in Orbital Space, and am going to be improving the graphics setup a bunch. Expect to see that in a blog post soon.

As a last thing, I’m going to leave you with this screenshot from the current PAZ_Engine test program. It’s not the best demonstration of the engine’s graphics capabilities by a long shot, but it’s at least something to look at.

Screenshot of PAZ_Engine test program showing a spacecraft, upside down from the camera’s perspective.

In space, there is no up or down.