Because I suck, I haven't done any real work on the game again. As usual, I did waste some time messing with useless stuff though!
Behold the power of the resurrected SSAO fakery. I really like the way it looks from a top-down perspective... probably a best-case use of this kind of hack, as the view-dependence is not readily apparent.
The starry-bloom is turned off again... somehow I've introduced a NaN-producing step to it, which propogates through the post process pipeline to make gigantic hexagonal black areas on the final render. 'Cos I suck.
The Radiant Future! (Of 1995)
-
The AI hype in the media obscures the fact that we're clearly in another
goddamn venture capital bubble right now. As the Wall Street Journal said
earlier ...
23 hours ago
6 comments:
Propagating NaNs are such a curse. It's really too bad that bogus math operations can't map to some arbitrary (yet sane) result value.
I absolutely agree, especially on the GPU... debugging facilities being a little thin on the ground *g*
so I'm a bit confused, are you programming this in C++, Scala or Haskall? or is this project a combination? If your using Scala or Haskall what are you using for the 3D? I'm not a C type guy, but I've been playing with Haskell and Python lately and while Python has some 3d libraries and such Haskell seems to be very limited in the pre-built stuff. :)
And as always, love the overall look of this program of yours, you need to get an empty dungeon up and running so I can explore it! :P
Back to lurking!
O.
Ah, I do tend to meander a bit *g*
The project itself is in Scala, and I'm using the Lightweight Java Game Library to provide OpenGL support. I do some prototyping of heavily functional/type-based stuff in Haskell, to stop myself slipping into imperative code for this project and learn more about the language. There are some very interesting game-oriented libraries for it, but I'm just far too stupid to write actual games in it.
Previously (and during my day job) I've used/use C++, which has taught me many bad habits, and DirectX for 3D stuff. These tend to be my basis for comparison.
Totally agree on the empty dungeon. Releasing things - anything - is always the hardest part of making games. Fiddling with it is easy and fun; making something even slightly complete and showing it to others is hard and scary.
Hey thanks for the info I was curious due to the fact that I've been browsing Haskell trying to find my head around it, all the while playing with python to maximize the pain of learning. :) I did the C/C++ thing many years ago and found programing in that language tedious and rather hateful, so I left it to others to do while I went on to play with pretty pictures and such! :P
Face your fears! Or post more pretty pictures for me to look at then! :)
How far from finished do you think you are. Cause it is looking good and i want to paly :)
Post a Comment