Still Rough

July 28, 2012 General News 0 Comments

But more game-like than anything I've posted before. And it's looking better every day, which is the important thing.

I've ported over my atmospheric shader code from the XDX engine, and am using a neat new GUI class called a "render window" to test it out. I'll start playing with procedural planet textures soon, but that'll require implementing render-to-texture, which will require messing with framebuffers, a concept which I think is probably among the top five worst OpenGL design decisions. D3D's pDevice->SetRenderTarget absolutely puts OGL to shame.

Oh, and I did steal commodity names from Freelancer. Guess I'll have to get more creative if I want to release a product.