June 30, 2005

Back From the Brink

I'm getting back into the swing of things after having pneumonia. I don't recommend it.

My copy of 3D Game Programming in DirectX 9.0 came, but I haven't had a chance to really get into it yet. I bought the book mainly as a primer for graphics programming, thinking it would be a good idea even though I'm using a pre-built rendering pipeline. It can't hurt.

My illness basically killed any momentum I had on the project, so it's going to be a struggle to get back into it. However, I'm still committed to it, and looking forward to getting my course-creation scheme into practice.

Posted by mix at 02:10 PM | Comments (0)

June 07, 2005

It's Chilly in Heck....

I never thought I'd see the day. Apple is switching to x86 processors. I'm not much of a Mac guy myself, but I have to support them at work, so I find this interesting. I like OS X, especially Tiger. It's a decent OS, but I'm so tied to the Windows platform because of certain applications and of course, games, that I couldn't see myself switching anytime soon.

What hasn't yet been answered to my knowledge is whether or not the new version of the OS will run on any x86 hardware. I'm leaning towards no, as I'm guessing they'll limit it to Apple hardware. I don't think Apple wants to get out of the hardware business anytime soon, and allowing it to run on any PC would probably eat into that market. I do have to say that they design one mean-looking computer, but they are outrageously expensive. I can build 3 machines for the price of 1 G5. Yeesh.

Posted by mix at 10:12 AM | Comments (0)

June 02, 2005

Jack's Place

Today starts the Memorial Golf Tournament close by in Dublin. As usual, it rained today.

Anyway, I've been doing a ton of research into different methods I could use to create the holes. I've pretty much settled on using a standard heightmap-based mesh that is then split along splines laid down in the editor to define fairways, bunkers, greens, etc. I can also use splines to define areas of trees, vegetation, paths, etc. I have to figure out a LOD scheme that would be compatible with that, but I'll worry about the basic implementation first.

I toyed around briefly with using NURBS and trimming them, but I think it would get too complex, and I'd have problems with cracks. I'd essentially have to trim the NURBS in both directions along a spline to retain the entire surface but keep the split. I'd rather just worry about splitting polys and dump that to the card.

Of course talk and research are a long way off from a working demo.

Posted by mix at 03:25 PM | Comments (1)