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Albertone

Member Since 11 Oct 2010
Offline Last Active May 22 2013 05:29 PM
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Topics I've Started

What about Nimrod?

24 February 2013 - 08:57 PM

Lately I've been playing a little with the Nimrod programming language (http://nimrod-code.org/) and you know what? It's amazing. A little preamble: during the last year I tried a lot of languages - especially native ones - in the hope of finding a modern and viable alternative to C++ - after all I think that one of the few benefits of being a indie-wannabe is that I can decide - at my own risk, of course - what languages/tools use. Well, of all the candidates Nimrod is without doubt the winner. BTW, it has a series of bindings/wrappers to popular libraries - OpenGL 4, SDL, the Windows api, etc - that many other more mature languages should envy! And, as far as my experience goes, they actually work! My actual pet project is entirely in C++, and while it's still in infancy, the code base is too large and my Nimrod-legs are too weak to recode it in Nimrod, nonetheless I'm almost sure to adopt Nimrod in my future projects. Did anyone try this incredible language?

Do pro indies compile every open source library they use?

24 February 2013 - 02:30 PM

I was wondering whether professional indie/shareware developers compile (and/or mantain/customize) every open source library they use or if they happen to release their products with the prebuilt binaries usually found on the homepage of the libraries.
In the past I used to write all the code to interface OpenGL etc to Win32, however my current pet project uses SDL. The prebuilt DLLs I downloaded work just fine, so I was wondering if directly including them in the end product folder wouldn't be a little, ahem, lame ;)

Modern scene management techniques.

21 December 2012 - 05:37 PM

Hello,
graphics programming, for me, is only a spare time hobby. In the last years I managed to keep myself up to date as far as rendering techniques go (the "deferred sensation", the many kinds of screen space processing, etc) however I realized my knowledge of scene management techniques is really obsolete - let's say it is 10+ years old, when BSP+PVS was a good bet and dinosaurs ruled the earth. Even in those days I remember there were articles suggesting that even a very good BSP tree was still too cache-unfriendly for the then modern GPUs. I even spent some time experimenting with occlusion queries&co. Now, what are the current trends? It's also heavily related to level editing, right? If I'm right, these days very few engines rely on brush&patches methods, except for some FPSs built over some old idTech x derived engine.