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Done for

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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I haven't come up with anything solid, but while I was experimenting I noticed that my version of TinyXML was out of date, so I updated it and rebuilt Afterglow.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.
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