Jeffrey M. Barber

Tombstone

Cauldron v2

Oct 2003 โ€“ Nov 2006 ยท age 21โ€“24

What it was

The 2006 form of Jeff's game engine, and the three years of engine, demos and tools it grew out of. At its center sat a schema: 74 classes of scene data (nodes, meshes, skeletons, terrain, PhysX actors, shaders, lights, 26 kinds of particle system) described once and compiled by Jeff's own C# tool into C++ with two serializers, reflection, a C API, and a C# mirror for the editors. Scene files were memory images, loaded with a read and a fix-up pass. The renderer skinned characters in GLSL, drew SOAR terrain under a 3D-texture splat, and cooked PhysX collision to disk. Two C# editors worked over the generated classes. The proof was a demo: a skinned dwarf walking and jumping across a hillside with boids overhead. It compiled and ran when it stopped.

Wins, for the age

What it taught

Genealogy

Ancestors: Cauldron v1: the math, animation, skinning and mesh tools, reorganized into a rewrite. Descendants: Inferno: the data-model compiler idea, with XML and flat-binary serialization. Kitchen: the next Cauldron, started fresh with the compiler at its center. Kitchen ZMLC2: the schema compiler, grown into the engine's generator. Parts: Cauldron v2 Butcher Block, Cauldron v2 Engine, Cauldron v2 Epic, Cauldron v2 Fork, Cauldron v2 Lineage, Cauldron v2 ZMLC.

Epitaph

Here lies Cauldron v2. It described seventy-four classes once, loaded them as memory, walked a dwarf across a hillside, and stopped with its particle system fully modelled and never lit.