Mostly because I've been off pursuing some Real Life stuff, so there hasn't been much to say. Never fear, it was the good kind of Real Life stuff, but it does take it's toll and some comedown is needed.
RMQ is starting to come together in the final push for the renderer. It's a good substantial way along the path towards how I want it structured, with most of what you see on-screen now having been moved across. I did make that other attempt at dynamic VBOs which I was talking about, but once again had no real luck with them. Some further info has since come to light, so I think a third attempt (this time after everything has moved across) might be worthwhile, but overall VBOs in OpenGL are just annoying, unclear and lack some important functionality.
This "final push" just relates to getting the basic Q1 renderer up and running; there will of course be more renderer features added as time goes on. Some ideas are starting to percolate through as to what they will be, but I'm holding fire on saying anything myself until code is in place.
Working on an already established code base is an interesting thing. On the one hand, a lot of the problems with GLQuake have already been resolved so it's quite pleasing to be able to go in knowing that you don't have an intensive round of bugfixing ahead of you before you can even start getting things done. On the other hand however - especially for a content-heavy production like RMQ - there is a lot of code restructuring already done that you basically have to undo again, then redo in a format that's going to run better. When you're not 100% familiar with the code it increases the chances of making mistakes.
Overall though I would say that it's a positive learning experience, and that it gives you insights into an alternative perspective on how to do things that you might not have had otherwise. I'd recommend it to everyone.
That's all for now. Till next time!
Sunday, August 8, 2010
Been a while since the last update
Posted by
mhquake
at
4:09 PM
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