More stuff…
Signals and slots – I’ve always used the Observer design pattern but with fixed classes and never dynamically like with signal and slots.
BULLET, BULLET, BULLET… – the specialization of game programmers continues unabated and I understand why. To have complete knowledge of graphics, physics, AI, sound, networking is now almost impossible. Without my past experience in developing 3D platformers I would be lost on how to use BULLET. A good example would be the CharacterDemo which uses two spheres for collision acting as a kinematic object (neither static nor dynamic) and sets the velocities to move the character around. A naive physics programmer might attempt to use the character’s geometry as the collision mesh and forces to move the character… but that would be very inefficient.
Fast Triangle Reordering for Vertex Locality and Reduced Overdraw – this is one of those ideas like Photon Mapping, Raytracing, Deep Shadow Maps, etc. that screams “Duh, I should have thought of that” because it appears so obvious but extremely useful. The only negative is that this algorithm probably does not work on hardware-accelerated animated characters.
Box2D 2.0 – Erin overhauled his 2D physics engine and broken most of my previous work in LineWorld. One of these days, I’d have to port my sketchable physics system to the iPhone.
TOJam 3 is happening May 9-11th in Toronto and it’s all about CHEEST. Be there or you SUCK!
Add comment April 6th, 2008
