So, it's over half way though the year, and the NYG is also closed (well it will be very soon), so what is everybody working on now. I mean programming wise. I'm sure that there are many interesting and whacky projects that people are doing!
Right now i've taken a much needed break... but i'm sure i'll return to it with full enthusiasm to work endless days and nights once again. except for the 3 weeks coming as i have a job serch training program to do :( They might just help me get some kinda part time work in the mean time until i make it in the industry :)
Models
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I've been working on my game demo 'wastelander' (possibly only working name depending on what i actually make from it). Recently i've dived into the world of key frame animation using md3 as a base, using existing custom models and working them into my game. works great and looks nice (SLERP and quarternion rotations were nice to beat)... if i get far enough to actually have a game to lure animators to work on my project, i'll be looking at a 3dsmax plugin and my own keyframe animation based model format as i'm gunna need afew special animations for starters. Weapon's load and switch.. err just like Q3 atm. When i get my map format sorted i add object placement (such as weapons, static models etc)
Maps
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I've written a map compiler for my format, pretty basic sofar, mesh data, textures, and map specs. Later to include object placement etc. As far as the mesh goes it's got no LOD and there's no tiling so it's nothing special. It takes a raw image file with a bunch of parameters and creates the mesh from that. The game engine takes care of the oct tree creation.
I am just doing programming for school stuff :)
The past month or so life has been too hectic for "spare time".
While its not programming - I have been working on some stuff for students for the AGDC as well as stuff for students with the GDAA.
Right now programming is being left for school and spare time for other things!
just read a huge book on software engineering and thought to try programming again.
having a go at a robust data driven 3d fighting game...if i get time to finish it, could be interesting
reality. (actaul progress) log file. variables from init file. parse scene file (geometry, animation, lights, camera). directx framework. (ie, really primitive stuff that real programers i imagine won't find impressive, but never seem to be present in any project i work on as an artist)
current task. atempt2 at animation control class. (managing what keyframes are active and what objects are effected) state based....
dreams. everything as dynamic bones (ones with active animation are not as elastic, have a dot product limit on bone movement). continious time collision ( i can dream can't i?)
and spending 5 days a week making triangles for money.