Jump to content
  • Advertisement
  • entries
  • comments
  • views

Done for

Sign in to follow this  


So today, the industry chaps finished up their talk and made off for parts unknown. We also got introduced to a bit of the structure of the course proper (along with a demo from a previous student) and I thought about the renderer on the way home.

I haven't come up with anything solid, but while I was experimenting I noticed that my version of TinyXML was out of date, so I updated it and rebuilt Afterglow. That's about it for today; I'll most likely spend the rest of today implementing the Afterglow configuration and flags system.

Incidentally, if you have any ideas for how to architect a rendering engine for a racing game, let me know. I've never done anything like it before, but the hardware demands are so simple that I shouldn't need LOD or even proper culling. I'm mostly looking for an architecture that will make it easy to use complicated materials as well as (hopefully stencil) shadows.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!