Another quick update

Just a very quick note that due to a recent spate of hot weather and an extremely busy work schedule, I’ve been feeling pretty run down for the last week, and so didn’t feel up to starting a “Game in a Week” this week, as I’d suggested earlier. Luckily, things should be slowing down an…

Development stuff

I just wanted to post an update on where things are at. The current level of busyness at work will soon be easing off a bit; I’m hoping to have enough brainspace back to kick off another “Game in a Week” next week. In other news.. Box2D version 2.0 has been released; I’ll be updating…

VectorStorm Shaders

It’s been too long since I posted a screenshot. Lucky that I’ve been working on something interesting to look at! Here’s the output of my very first VectorStorm virtual shader. Inside the simulated VectorStorm hardware, shaders are enabled inside the display list;  when you enable a shader, the rest of the display list is passed…

Directions for the future

So I’ve been thinking a little about what I want to do in the future, and have picked out a few possibilities. I’m very interested in implementing “shaders” for the VectorStorm virtual hardware.  These wouldn’t be OpenGL shaders (we already use one of those for the bloom effect, and there’s a disabled one for the…

And WaveFront disappoints

Oh well. The WaveFront (.obj) file format looked ideal yesterday; simple, straight-forward, ASCII-based.. but it doesn’t support object hierarchies, which pretty much limits its utility for me. It means that if I wanted to create a character with multiple joints, I can’t build them all together and make a single export; I’d have to build…