You may remember from earlier in the devlog that we started over from scratch, moving from C#/XNA to C++/OpenGL (if you missed this, just scroll down a bit; There aren't that many posts to wade through :P). A few weeks ago, we caught up with where we were before, and then surpassed it. The lighting engine is significantly improved and faster, both because of some algorithm redesign and the simple fact that C++ doesn't suffer from the .NET overhead that C# does.
The minimum OpenGL version required is 2.0. There are shaders that we need for the proper lighting effects, so it won't go any lower than that, but 2.0 is pretty damn good and things are going to look fantastic on all machines.
I've been working mostly on the editor for the last month or so. As it seems to be nearing feature-complete, I've moved my attention to gameplay, and in the next week or so we are going to see some videos or at least screenshots of that. Ben is in the process of moving, so I'm hoping that I'll be able to finish enough on the tech that he will have plenty to do when he settles down. I have a todo list about three pages long in my notebook, and it grows all the time.
------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 920 269 3508 XSD 9 34 0 870 C/C++ Header 20 193 86 655 make 2 172 114 473 bash 10 57 155 254 Lua 7 65 39 241 C 1 59 30 131 ------------------------------------------------------------------------------- SUM: 72 1500 693 6132 --------------------------------------------------------------------------------Isaac
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