Getting Up To Date
So as for the things I have been doing up until this point, a good frame of reference would be AdamantGaming’s forums (Which can be found here: http://adamantforum.site.nfoservers.com/index.php?threads/programming-megadump.2899/); it touches on a lot of topics, all of which I will be talking about here and now in this post for those that can’t be bothered with clicking the link and sifting through a poorly formatted post in a community they’ve never heard of nor care about in the slightest.
Imagine it’s the start of the year in 2015. You’re having a pretty good time, feeling like you’ve done a decent end of year project the year before. You left on a high point. And now you have to do it all over again with another dimension to worry about. Another dimension and weird OpenGL calls.
Moving from 2D to 3D, I found, was stressful. OpenGL was daunting to me; it’s obscure calls and strange structure concerned me in anything but a good way. But you know, I got over it.
We did a couple of exercises to get used to how the OpenGL pipeline flows, giving us some ideas on how to render and update things in our scene.
Imagine it’s the start of the year in 2015. You’re having a pretty good time, feeling like you’ve done a decent end of year project the year before. You left on a high point. And now you have to do it all over again with another dimension to worry about. Another dimension and weird OpenGL calls.
Moving from 2D to 3D, I found, was stressful. OpenGL was daunting to me; it’s obscure calls and strange structure concerned me in anything but a good way. But you know, I got over it.
We did a couple of exercises to get used to how the OpenGL pipeline flows, giving us some ideas on how to render and update things in our scene.
Particles Look Pretty
So I have 3 Dimensional sound in my engine now, as well as the GPU based particle system. There’s also a CPU side based particle system, but it kills framerate, as you would expect. Anyway, it works well, being able to make like a million particles on a decent computer with a solid 60fps… And the sound does it’s job too, providing some depth to the environment through audio.
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Procedural Terrain
The first assignment comes around, and it went rather well. Our goal was proceedural generation of terrain or some other gameplay element. Me, I made a procedurally generated asteroid field using perlin noise textures overlaid on a sphere. I, personally, think it looks pretty cool.