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.
Project 2015 under the New Management
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Greetings from the New Management! I'm currently up to my elbows in The
Regicide Report (coming to you in 2026). In the meantime, I wrote a bundle
of world...
1 week 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 :)
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