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Not dead...

4: Adsense

Learnings.

So, my own rendering project at home has been stalled of late : between Mass Effect 3, F1 races, going back to my home town and being ill I've not had the time to work on it too much.

The weekend before last I wrote some code to setup a simple Win32 window so that I could crack on but beyond that things haven't progressed too far.

While I do...

6 months later....

So, I'm not dead still ;) however the last 6 months have been largely lacking in much of anything in my own projects.

What has gone down however is a slight change of work status; after OFP:RR wrapped up I got moved to another project to help that start up, which I was happy with as it was something new however as it was some way from starting I ended...

To The Metal.

I'm trying to recall when I first got into programming, it probably would have been in the window of 5 to 7, we had a BBC Micro at home thanks to my dad's own love of technology and I vaguely recall writing silly BASIC programs at that age; certainly my mum has told me stories about how at 5 I was loading up games via the old tape drive something...

Kicking about an idea...

Scripting languages, such as Lua and Python, are great.

They allow you to bind with your game and quickly work on ideas without the recompile-link step as you would with something like C++ in the mix.

However in a highly parrallel world those languages start to look lacking as they often have a 'global' state which makes it hard to write code...

On APIs.

Right now 3D APIs are a little... depressing... on the desk top.

While I still think D3D11 is technically the best API we have on Windows the fact that AMD and NV currently haven't implimented multi-threaded rendering in a manner which helps performance is annoying. I've heard that there are good technical reasons why this is a pain to do, I've...