Well, I'm back to let everyone know that I'm still determined to do this thing.
So I basically just wanted to give you all a little update on the status of the MoonShield Engine. I cleaned up the code quite a bit.
In short, I've completely separated the actual "engine" part from the "game" part, This way, they can function independent of one another (each one does not rely on the other to run properly). I've also managed to create dedicated sections of the engine for both rendering and physics so that there's at least some organization now with how tasks will be distributed within the engine itself.
For anyone confused (like me), I will post a video soon explaining stuff as best I can, based on all that I've learned thus far, so you can see what I'm talking about and how much neater (and easier!) everything actually is.
I'm throwing in a crappy physics test and OBJ mesh loader demo too, just for a little change of scenery.
- Roane
I'm throwing in a crappy physics test and OBJ mesh loader demo too, just for a little change of scenery.
- Roane
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