What I did today

What should we use? :open_mouth:

Just generate a single VAO after creating the OpenGL context, bind it and use it forever.

They do save a few OpenGL calls every now and then though. I don’t have to rebind my model VBOs every frame.

EDIT: Found this: http://www.openglsuperbible.com/2013/12/09/vertex-array-performance/. Looks like VAOs can have a noticeable CPU performance impact.

I started work on a 3D voxel engine. I’m going to write an SDK for it, much like the jMonkeyEngine SDK. And for that, I’m going to use the NetBeans platform. This is gonna be exciting :smiley:

Started having fun with 2d lighting again and just implemented depth offsetting. :slight_smile:
Heights: red < blue < green

Today I’m not feeling like continuing the RPG part of my project… I think I’ll just have a go at the tower defence part in Swing, see how that goes. :slight_smile:

Started learning Japanese today. I have 3 years to learn it fluently before I plan to move there :smiley:

I clicked the dreaded button. Published on Play Store. :o

Watched one of the more fascinating Blender tutorials about doing a building (exterior) and tried reproducing half of it: https://www.youtube.com/watch?v=3jJGBzAxXKo
Hell of a lot of work. Also all my needs for good textures are now satisfied: http://www.textures.com/
along with creating specularity maps, normal maps, displacement maps and occlusion maps for them: http://www.crazybump.com/
My morph from an OpenGL developer to a 3D artist is going along well so far. :slight_smile:

Here’s some light x-mas reading for ya’ll: https://gist.github.com/AbstractAlgorithm/d0194f477adf829822ff

I made a website that lets you send e-cards.

Taken down

@DarkCart: I’d take it down immediately before a spam-bot knocks your socks off.

DarkCart, when I was playing with GoogleAppEngine, I followed the tutorial which was to set up a visitor book page. I deployed it and forgot about it for a couple of days. When I came back the visitor book was full of the most horrifying stuff. You really need to take down that page immediately.

I took it down.

Wanted to make some props/stone models for @theagentd for We Shall Wake, but then things got out of control with decorating that with grass too and playing with the particle system in Blender and I ended up with this scene, which I kinda liked:

Rocks for Christmas! Awww, you know me too well! <3

After a long spell of not doing anything because I didn’t have ideas, I finally decided to just work on something. I decided to use libgdx’s tmx loading system to load maps made with the Tiled editor, and it sped up my process immensely. All tile-related things were done in around half an hour, a task that would normally take me around a month to implement my own tiles, editor, etc. Conversation (essentially text scrolling per character) was nearly done, only branching dialogues is left. Movement and entities and collision and events (onOccupy, whileOccupying, onInteract) was done rapidly too.

That was the most productive I’ve been in a while. I want to try to give my friends a little copy of it by Friday and I achieved all my required Wednesday goals. All I need to do is really implement the first bit of the story and sprite some things.

Uploaded a test-version of my network game demo to a VPS (1 Core | 512M RAM).
You can try it out by downloading the JAR and opening it, it should connect after a second.

-> http://workupload.com/file/15w43oG8 <-

PS: See if you can make the server crash ;D

There are 5000 tanks driving around, avoiding each other.

Well, it works :slight_smile:

Cas :slight_smile:

Would you believe me if I told you I worked on this for 3 days?

NB6GMsxu7tY

I git you a merry x-mas: