That screenshot is in debug mode so there really isn't much to look at. Right now the planets are just featureless balls, but one of my next targets is terrain detail. But this progress still means a lot to me, as I've been wanting to do it for literally years. I was jumping up and down when I finally got it right.
Backtrack: Engage
As excited as this has made me, I won't be able to push it further for a while because I am about to initiate a massive backtrack just in time for the holidays. This is pretty convenient because I've got a bit of time off from work coming up which I will be using coding instead of relaxing.
There are a few things I'm planning on getting done which I have been putting off for far too long.
A small change, but still significant, is upgrading to Visual Studio 2012. I have been using 2008 for far longer than I should have, and it's about time. This upgrade will give me access to all of the shiny new features of C++11, and from what I hear the visual debugging tools for graphics applications are outstanding.
I will also be un-libifying the project. Right now I have 12 projects in my solution, 10 of which are libs for different aspects of the engine (scene, procedural stuff, sound, etc). There is absolutely no need for this, so I will be grouping all of the libs into one libnebulous, and leaving the 'client' and 'server' projects on their own.
The biggest change I will be making is upgrading from DirectX 9 to DirectX 11. I've seen a lot of amazing things done with 11, and I have been putting off upgrading simply because I learned on 9, and have been very afraid of losing my fixed-function pipeline because shaders are scary. I haven't done a lot of shader programming, but I guess it's about time I learned to get better considering they will open up so many new doors to me.
As always, one step forward, 10 steps back!
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