Some of you expressed interest in the biz side of things, so I'll expand the journal topics a bit & talk about that as well.
One of the biggest challenges doing things independently is the team. As I'm sure many of you know, it's easy to say you're going to do something, and another thing to follow though with it. Luckily, I have found a few talented folks who are really serious, and producing great work, and who will be receiving good money for their efforts. There still may be an opportunity for a coder, and a texture artist, so let me know if you are interested.
I have put aside Mondays to ensure the team is running smoothly, so I don't spend all my time just coding.
The concept art for the main demo character is very exciting, and little pieces of real artwork are being integrated recently, so that's really great. I'll post some shots later on if I get a chance.
The deal that I have been working on for so long has been officially signed, and I can talk about it in general terms. We are producing a 3-level demo for Ageia, to show off their very exciting physics hardware. The demo itself we be set in the Ancient Galaxy universe, and will be a prequel to the game itself, with you playing a character that is a legendary figure in the game, set many hundreds of years later. In the process of playing the game, you will learn more about the character's further adventures & eventual fate.
Here is a shot of a nice bridge model, rather than the more clunky one I was using earlier. What a difference real art makes...
On another note, I decided to post my code for rectangle packing that I use for lightmap & shadow atlas packing. It's just a little piece of code, but may help save someone some time.
Pack.h