Jeffrey M. Barber

Tombstone

Cauldron v1

Oct 2003 โ€“ Aug 2006 ยท age 21โ€“24

What it was

The first form of Jeff's engine: a C++ and OpenGL library of math, meshes, animation and rendering meant to hold up everything that came after. There was no game in it. There was a demo that loaded one character, ran ten copies of it in a sine wave and drew them cel-shaded. Underneath sat vectors and quaternions as SSE registers, a mesh format with four bone weights per vertex, GPU skinning, render bins sorted by shader then texture, and a keyframe system where clips, blends, crossfades and an IK solver all spoke one interface. Beside it ran seven tiny command-line tools, each reading a mesh, doing one thing, writing a mesh. In mid-2006 a reorganization sorted most of the core into "moved" and "obsolete" piles and never finished. The engine was caught mid-molt.

Wins, for the age

What it taught

Genealogy

Ancestors: Evolution 4K: hand-rolled model formats and OpenGL game plumbing. Rage: GPU-driven character animation. Sliceem: building character meshes by tool. Z3D Warp Engine SDK: the engine-as-library ambition. Zenerd: the name and the half-built libraries. Zengine: the first engine instinct. Zsl: a personal math and collision foundation. Z Terrain Editor: terrain as something to edit. Z Timeline: time as layered, weighted intervals. Descendants: Cauldron v2: the reorganization became a rewrite with a schema at its center.

Epitaph

Here lies the first Cauldron. It taught ten cel-shaded men to run on hand-vectorized math, then boiled over into the second before anyone cooked in it.