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Archive of C++ code that was part of my System for Automated Interactive Lighting (SAIL) dissertation work (2009)

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jz-codebase

Archive of C++ code developed while working on my System for Automated Interactive Lighting (SAIL) dissertation work (2009).

Note that the codebase which was actually used as part of the interview portion of my dissertation is the sailcs-codebase. That codebase is written in C#.

This C++ jz-codebase was built in tandum and is less complete in terms of the implementation of SAIL itself (training and real-time lighting).

Licenses

  • original code is licensed under the MIT License and is Copyright (c) 2009-2012 Joseph A. Zupko.
  • Environment and character art in media/1930 is used with permission and is Copyright (c) 2009 David Milam.

Third-party Licenses

  • files in jz/fmod are part of FMOD 3.75 and covered by the proprietary FMOD End User License Agreement.
  • files in jz/freetype2 are part of the FreeType project and are covered by the terms of the FreeType project license.
  • files in jz/glew are part of the OpenGL Extension Wrangler Library and are covered by the terms of the 3-Clause BSD License.
  • files in jz/lua are part of Lua 5.1.4 and are covered by the terms of the MIT License.
  • files in jz/tut_framework are part of the Template Unit Tests Framework for C++ and are covered by the terms of the Simplified BSD License.
  • files in jz/zlib are part of the 'zlib' general purpose compression library version 1.2.3 and are covered by the terms of the zlib License.

Overview

This codebase includes my personal projects as well as a C++ implementation of my System for Automated Interactive Lighting (SAIL) dissertation work.

This codebase is not well documented or thoroughly tested and should be considered a snapshot of WIP when I was finishing up my dissertation. It is only known to compile with Visual Studio 2008 Express Edition under Windows XP 32-bit. The codebase should be considered 32-bit and Windows brittle.

Modules

  • jz/jz_ai - fuzzy logic and learning (neural network and simulated annealing).
  • jz/jz_app_3D - sample implementation of jz_engine_3D, also a sample implementation of jz_sail.
  • jz/jz_core - core library, provides platform independent math and utility functions.
  • jz/jz_engine_3D - 3D engine, primitives based around scene nodes.
  • jz/jz_filesystem - pack file filesystem, unfinished and unused.
  • jz/jz_graphics - low-level access to graphics device functionality.
  • jz/jz_graphics_directx9 - DirectX 9 specific implementation of jz_graphics.
  • jz/jz_graphics_opengl - OpenGL specific implementation of jz_graphics, unfinished and unused.
  • jz/jz_pathfinding - dynamic 2D pathfinding, unfinished and unused.
  • jz/jz_physics - 2D and 3D collision.
  • jz/jz_pipeline - content processor written in C#, converts COLLADA files into content usable by jz_engine_3D.
  • jz/jz_sail - System for Automated Interactive Lighting (SAIL), C++ implementation of the solver described in my dissertation.
  • jz/jz_sound - streaming audio and SFX playback, unfinished and unused.
  • jz/jz_system - system library, provides I/O, timing, threading, and other platform dependent functions.

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Archive of C++ code that was part of my System for Automated Interactive Lighting (SAIL) dissertation work (2009)

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