I don't have much to say, but I feel like talking anyway. Due to the lack of comments on my previous entry , I'm not posting a demo out my mouse recognition app. This is fine, since I didn't expect much. I mean, we didn't do much besides play model animations anyways.
Anyway, my roommates brother is in town for graduation (all my roommates are a year ahead of me), so of course, we've had to teach him how to play caps (the drinking game of champions). As a result, I am as you see me now: very drunk and incoherent.
I've been thinking a lot about what I should work on this summer, but I've got a pretty good idea. I want to write an engine that uses shaders pretty heavily. I still haven't come up with a solid idea on how to dynamically load shaders, but I'm thinking about using Lua scripts to do all of it. I can write my shaders in HLSL, and generate scripts by checking the semantics of all the variables in the shader. I think it will be immensely fun to work on, despite not knowing a god damn thing about Lua (hell, what I want to do may well be impossible, but I don't know). I just think that scripting all my shader loading will make it very reusable and expandable, without too much effort.
Plus, with the magic of shaders, I can write all my own math libraries for perspective projection and all that shit, and only use API's for compiling/using my shaders, which should make my engine very easy to develop cross-platform. I still don't really know how feasible this all is, but I definitely want to try it out. Plus, I think developing an engine is more fun than developing a game any day. I'm just masochistic that way.
I've babbled on pretty incoherently for long enough. I don't have much to say because I haven't done much in the last week or two, but once I start working at Surreal maybe I'll have some insights into actual programming or game development. We'll find out next week. Wish me luck at my new job!
And good luck on your upcoming job =)