Jeffrey M. Barber

Tombstone

Cauldron v2 · engine libraries

Jan 2005 – Nov 2006 · age 23–24

What it was

The engine core of the 2006 Cauldron: five static libraries and a serializer. One held SSE math, camera, frustum and a SOAR terrain refiner. One was 74 classes of scene data, about 28,000 lines, every one generated from a schema with XML and flat-binary readers and writers plus a C API for the editors. The OpenGL layer compiled a shader bank from an XML document, skinned characters in GLSL, splatted terrain with a 3D texture chosen by height and slope, and re-sorted BSP geometry every frame for transparency. A PhysX layer cooked collision meshes and cached them on disk by name. A hand-rolled XML library sat underneath. It compiled and ran under the Epic demo. The particles, affectors, virtual lights and mirrors existed as classes that nothing ever drew.

Wins, for the age

What it taught

Genealogy

Ancestors: none on record. The roots are traced under the umbrella and its lineage. Descendants: Kitchen Cauldron: a data model whose files are its memory, rebuilt for the next engine. Part of: Cauldron v2.

Epitaph

Here lies the engine of Cauldron v2. It put a dwarf's bones in a texture coordinate and refined a hillside every twentieth frame, and its particle system had twenty-six classes and never one spark.