2001 Report
By Alan Baylis 19/12/2001
We've covered a lot of the parts required to make a fairly modern game this
year, I have been adding each new technique to the previous demos and building
it up into something more substantial, but I would like to point out that this
will not be the basis of any finished game. By the time I cover all the
different techniques required (which may take another year or so) I will know
a little more about proper programming style and game design which will enable
me to rewrite the parts into a more complete game engine (theoretically.) I'm
the first to admit that I have large gaps in my programming knowledge, due to
the fact that I am self taught, but with a little help from my friends on the
web I believe I'll produce something worthwhile. There's still a lot of work
to do though, well, all good programmers know that programming can be a fun
pastime and many skilled people do this for no profit whatsoever, perhaps
their reward will be the availability of cheaper/free programs and virtual
worlds in the future. Anyway, as I was saying, we are going to cover more
complicated subjects in the new year, such as physics, modeling (something
more flexible than MD2), level of detail algorithms and more. When the time
comes to actually making the game, I plan to move beyond the typical first
person shooting type game that was so unique not all that long ago, the
novelty of actually walking around a 3D game world and shooting all manner of
creatures has gone, the general public will be wanting more from their games,
something akin to the plot of a movie and the multiple pathways of a game will
most likely be the norm before long.
I will continue to program using OpenGL, writing programs for the average
hardware and not for the latest cards that come out. Although these new
features are welcomed, the cost of the hardware still prevents many people
from owning them. The new features proposed in the v2.0 whitepapers sound very
versatile and should make OpenGL viable for a very long time, especially the
legacy features. I'm no expert on the graphics pipeline, but optimization
isn't a concern of mine these days, just learning the basics is keeping me
busy at the moment. If you have a question or want to suggest a new game
technique, write to me, or if you are like me and just appreciate getting free
information and rarely say a word, that's fine. I've had very encouraging
letters that indicate that my work is viewed positively. On a final note, I
wont be making a members section and asking for your personal details like
some sites :)
Al.
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