Who here is doing what?
Posted 04 October 2004 - 04:21 AM
'Personally' i'm working on my own 3D Graphics engine aswell as a tech demo to show off it's capabilities (First milestone due by 30th November)...
I've been working on my 3D Graphics engine for the past 8 months after finishing up with my first engine (nothing fancy, just a learning curve)... It currently only capable of rendering models w/ materials and animations... Models, materials, and animations can all be exported from 3ds Max using my engine's small utility/tool kit i've started developing. (Only physique for animations at the moment). I'm currently working on the skeletal animation (optimizing), and Global Illumination.
Tech demo wise i'm goign to have an abandoned small gothic-age grave yard in the middle of the bushes somewhere, obviously over grown and eery environment... I want the tech demo to show of Global Illumination using Real Time Photon Mapping, if i get that far within my milestone however is another thing...)
Also, as part of my course (Dip in Computer Game Development) at the AIE (Academy of Interactive Entertainment), i'm working on a 3D car game with 2 other guys, we want it to be similar to that of Rock 'n Roll racing, however due to lazy artists, ...and lazy programmers ;) We only have a car (RX7) driving around on a cruddy track, with some 'okay' physics (using ODE)... We are using renderware for graphics, OpenAL for sound, ODE for Physics, Winsock for networking, and we will be developing our own AI code... (Screenshots in a week or so, once we have textures from artists)
Anyway, i'd love to hear what you guys are working on. :)
oh btw, i may have some screenshots in a week or two with the first stages of my photon mapping :D (although realistically give it 'till November 1st :P)
Posted 04 October 2004 - 04:27 AM
Realistically though, I have a whole bunch of smaller projects that take up the majority of my time. For example, I just got Java 1.5, and I am now working out learning all there is to know about generics and enums, and wow, they are increadibly complex, and increadibly well thought out. And here I was thinking C# might well have become a better language.. heh.
Most of my time though, is tied up in school, so it is difficult to find time. At any rate, I chose Other, because I couldn't just pick one.
Posted 04 October 2004 - 06:30 AM
The engine is nothing special in itself, though it does have a large amount of features (graphics, sound, models/animations, etc.) along with its own model and texture formats, and a large amout of debugging tools.
Im currently working on the gui end of the engine, ready to be used in the game proper (dialog boxes ala win32, menu systems, consoles etc.)
The egine itself is intended to be cross-platform and multi API, but at the mo its win32 only, due to the limited amount of time i get to work on it at the moment.
Posted 04 October 2004 - 08:29 AM
Started work on the PS2 engine (with 1 other) for it around June 2002 and then, in june of this year, found out we had to do an X-Box and PC version too. Got the PC/X-Box engines together in a little under 3 months (Really ... what were sony thining with the PS2?). Fun stuff, good experience, but not sure if i can take the stress or the hours :(
In my spare time i'm writing a full visualisation engine for club installation. Working with several key VJs around the UK's london psy scene with the intention of bringing to market a PC based system that can out perform £20K worth of hardware eqiupment :) Imagine Cubase for visuals but with realtime interactivity :)
Posted 04 October 2004 - 03:20 PM
trying to make a small tetris clone with it :cool:
Posted 04 October 2004 - 03:46 PM
Posted 04 October 2004 - 04:39 PM
I'd love to look into some RTS elements - simple object spawning & control. Oh, and the gui will suck :D
Posted 04 October 2004 - 04:41 PM
Nah, Pascal is quite nice (started using it in school, for Computing Alevel), especially when put against icky 'type-how-I-told-you-already' Visual Basic
Posted 04 October 2004 - 04:53 PM
Posted 04 October 2004 - 06:38 PM
Posted 04 October 2004 - 08:48 PM
Posted 04 October 2004 - 10:52 PM
Posted 04 October 2004 - 11:27 PM
-A graphics "tech" demo for a Ti-85 (6mhz z80 cpu). A videocap will be downloadable pretty soon, as the demo has already been finished (Features 2d/3d effects all in software). I worked on this project just as a test for writing semi-optimized z80 assembly maching code. Not very usefull in itself, but quite fun and was very instructive . Oldschool rocks ^_^
-For several years now, I've been developing my own scriptable engine, but its getting rather hard with a one-man team... It has been used however in several other projects, including an undergraduate network research project at OSU. I've made the code totally API-abstract, so theoretically, porting shouldn't be *too* hard. Of course, that analysis is rather subjective =P.
And of course, a load of small uneventful projects (software polyfiller and texture mapper, small math apps, procedural generation tests)
Posted 05 October 2004 - 12:32 AM
Posted 05 October 2004 - 08:37 AM
Posted 05 October 2004 - 12:53 PM
Hit 2 is called "Walking through Generics, and side effects of Erasure" and pointing to one of Brucke Eckel's relevant and insightful posts on the topic (as do hits 3 and 4).
Just do your homework, in case you are interested in a real discussion.
Posted 05 October 2004 - 01:25 PM
Posted 05 October 2004 - 04:27 PM
It may not be pretty, but large companies require this. Cobol is still a widely used language because of it. If by adding templates, C++ had made all the old code not compile anymore, we would still be using compilers without templates, or we would have switches on the commandline to force olc C++.
What's more is that the collection classes transparently convert. STL has been standard for a long time, but I still find people who are completely and totally unwilling to work with it. Walking onto a C++ project usually means that I am stuck using arrays, cstrings, and home brewed collections. STL is *still* not the real standard. Java already had a *real* standard for collection classes, and if you walk onto a project where the last lead programmer had been an ass about doing it the old way, you can still do it the new way, and not have any problems.
This kind of compatability and useability is worth a minor annoyance. Though I do agree with you, it is kind of annoying.
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