- Shaders are back in the game engine as a material. I'm thus sitting in Rendermonkey figuring out some new cool shaders to show off. I do, however, have per-pixel lighting as well as some other cool effects. Look below.
- Material "stacks" are implemented, so you can apply many materials to a single entity in stack order. This is actually remarkably powerful, and bypasses a lot of things that I would otherwise have to use a scene graph for.
- I really should've used a scene graph with signals and slots. This is insane.
- About six assignments in a week. Yeah, I know. I hate university.
- Started work on the Amaranth project, which is a significantly less brain-damaged Propane Injector available for .NET (and with tools making it easy to port your Amaranth application to OS X!) It uses 4.7MB Mini-Mono on OS X.
- Control "feel" is seriously tightened up. Playing with an Xbox360 pad makes it feel like a console game with smooth-as-hell input and a really satisfying sense of flight. Now the keyboard+mouse mode feels like shit, so I'll have to make the mouse control better.
- Novarunner now suspends a large amount of its state successfully to and from XML (including input bindings, global configuration options, and starmap data). Eventually I'll get saved game state going.
- Coming up soon: Radar, and system "jump" features. Exciting.
As promised, here is the screenshot: