What is related to game development is that I'm spending some time getting the FBO system working exactly properly in Novarunner; this has stuck in my craw for quite some time and I'm going to be happy to get a system that works.
At the moment, I'm going to implement two FBO maps; standard and distortion. They'll be combined in a post-processing step using an additional shader, and I'll have to make it easy to add another FBO map later, because inevitably I'll think of another effect I want (such as bloom).
Anyway, the distortion map will be used for things like black holes and diffraction effects (such as the stealth ship upgrade -- oops, maybe wasn't supposed to talk about that).
This is effectively the start of a deferred shading system, a concept which simultaneously elates and terrifies me -- it's time to start counting megabytes on the GPU and all that other bullshit that I see big commercial game developers moaning about. [headshake]