Laurels?

Just so you don't think I'm just sitting on my laurels 'round here. ^_^
Considering I don't remember any of my matrix math or linear algebra. You really DON'T need it for everyday life... unless you're going to work with computer graphics in any extent. Then, yah, you sorta kinda need it. Really.
It doesn't help that OpenGL is pretty finicky. As mentioned before, it's really tough to use any of the extended features. I found something to do multisampling and antialiasing but, alas, I'm missing headers and things for getting it to work. I did force antialiasing and multisampling through the driver settings and it looks AMAZING. But, if I can't summon it at will then what's the point? With that I'm considering moving back to DirectX. I mean, OpenGL is nice and all, and it is "technically" portable between platforms. But the thing is unless it relies exclusively on GLUT (which, for all practical purposes, it cannot) then you're still having to port the details of the code to other platforms ANYWAY. Besides, currently it reads textures with GDI+: very very not portable.
The question is how much of the code can I reuse? Maybe 80%. The remaining 20%? All code rendering the stuff in 3D. Yikes. We'll see how it goes.
Oh, and, yes, I know the "blur" is incorrect. It should be blurring inside the polygons, not just outside them. I thought of a few ways to fix that but, yeah, finicky finicky finicky. My brother says it's distracting. Then I made a version with a black background and, yeah, still distracting. Hmm... maybe it just has to be real subtle?
If you know video conversions, you know what a pulldown is. I wonder if anyone's tried to to 3D animation with pulldown built in instead of choppiness with the fps don't pick up speed. But, then again, if it could crossmix a bunch of frames that were "missed" then chances are the game wouldn't be skipping frames to beginwith. Ahhhhhhh... paradoxes are cool.
I hope to make a downloadable version available soon, but if I switch to DirectX then I probably won't.
...
Well, because then it becomes more important to check the compatibility of a "production" engine than the compatibility of some demonstration on an experimental engine.
I do like the font very much. It's the first font I've designed in a LONG time. I'd love to make it a truetype font, but the tracings would be horribly complicated. Maybe I should research making bitmap fonts and figure that out.
The one benefit to so much free time is learning and experimenting. I feel like a philosopher in Athens.
Too bad I'm kind of hungry and I'm out of cash and there's nothing good to eat here at home. Time to pull from the no-longer-bottomless pit.


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