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Continuing iPad 10FF

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gdunbar

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Back from vacation. Sadly still no visible progress. I've done a fair amount of code replacement, replacing Windows-specific code with platform-independent versions of the same code:

  • Replaced D3DX math code with CML math code (http://cmldev.net/).
  • Replaced D3DX model-loading code with AssImp model-loading code (http://assimp.sourceforge.net/index.html).
  • Replaced D3DX particle code (ID3DXSprite) with my own sprite code.

    It all works on Windows, and should all work just fine on iOS. Next piece is the model rendering code. Luckily my rendering is pretty simple, so I'm not too worried, but it's still a big change.

    Hopefully next time, I'll at least be rendering 10FF models in the iPad simulator.
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Black-Rook, good question. The new pathfinding code is pretty nice, so you might appreciate that. The rendering code is all changed, and needs testing, but doesn't do anything different for you, the player. I was sort of hoping to add some more new stuff before releasing the next version. What do you think... would a new release with just the new pathfinding code be worth it?

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