{"id":111,"date":"2012-11-30T17:24:29","date_gmt":"2012-11-30T15:24:29","guid":{"rendered":"http:\/\/divide-studio.co.uk\/blogs\/ionutcava\/?p=111"},"modified":"2013-01-12T21:03:48","modified_gmt":"2013-01-12T19:03:48","slug":"random-dev-thoughts","status":"publish","type":"post","link":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/random-dev-thoughts\/","title":{"rendered":"Random dev thoughts"},"content":{"rendered":"<p>12\/01\/2013:<\/p>\n<p>Christmas + New Year are now officially over for both sides of my family so it&#8217;s time for me to get off my l**y a** and get back to coding. New Year&#8217;s resolution for Divide?<\/p>\n<ul>\n<li>Finish up the lighting\/shadowing code (at least up to a usable level).<\/li>\n<li>Optimise the Hell out of it so the framerate gets up by a factor of &#8230; 10? (random number. Main scene should, at the very least, reach double digit values for the framerate).<\/li>\n<li>Fix the damn thing so that it actually displays something on my laptop&#8217;s dedicated GPU (GT525M).<\/li>\n<li>Merge light branch with main branch after the previous 3 points are finished.<\/li>\n<li>Add a particle system with a few effects (smoke and fire, mainly for explosions).<\/li>\n<li>Fix PostFX code: DoF, HDR, SSAO, FXAA (didn&#8217;t need &#8217;em so haven&#8217;t touched &#8217;em in over 6 months).<\/li>\n<li>Improve water (add waves, ripples, rain drops and puddle support on various surfaces. This is just my O.C.D. acting up) . Found a nice article on this over &gt;&gt;<a title=\"Water Drops\" href=\"http:\/\/seblagarde.wordpress.com\/2013\/01\/03\/water-drop-2b-dynamic-rain-and-its-effects\/\" target=\"_blank\">here<\/a> [\/^]&lt;&lt;<\/li>\n<\/ul>\n<p>As soon as I finish these points up, time to see if I can pull off a double whammy: finish up my dissertation project and release a free and simple game \/ tech demo to see how the framework handles in the real world<\/p>\n<p>2\/12\/2012:<\/p>\n<p>-As I do not have a complete renderer (forward or deferred), I do not see the point of implementing both. Surely, a deferred renderer, be it only for light pre-pass would suffice, no? Have to keep reading &#8230;<\/p>\n<p>30\/11\/2012:<\/p>\n<p>-ATI\/AMD: You have some deprecated functions in your shaders, but no problem, I&#8217;ll fix &#8217;em for ya&#8217;.<\/p>\n<p>-Intel: Cool shaders bro&#8217;. Look at me rendering stuff.<\/p>\n<p>-nVidia: WARNING!ERROR!ERROR! you&#8217;re using a function that we don&#8217;t actually like anymore; here&#8217;s a black screen ~X(<\/p>\n<p>&nbsp;<\/p>\n<p>29\/11\/2012:<\/p>\n<p>-ATI\/AMD: OpenGL 3.x? OK. Here&#8217;s some special API calls as a gift as well.<\/p>\n<p>-Intel: OpenGL 3.2? What&#8217;s that? Dude &#8230; I don&#8217;t understand. \\\\fine, use 3.1\\\\ . Now this I understand. Here&#8217;s the scene rendered without a glitch.<\/p>\n<p>-nVidia: OpenGL 3.1? What are you? A #$%# pussy? I won&#8217;t even bother creating a window for you. \\\\fine. use 3.2\\\\. Now that&#8217;s more like it! Here&#8217;s your black screen :\/<\/p>\n<p>&nbsp;<\/p>\n<p>28\/11\/2012:<\/p>\n<p>-AMD Athlon II: SSE2\/3? Nice. Let me multiply those matrices for you.<\/p>\n<p>-Intel i5: SSE2\/3? Nice. Let me multiply those matrices for you.<\/p>\n<p>*both had different results with SSE on and same results with it off*<\/p>\n<p>&nbsp;<\/p>\n<p>The joys of hardware abstraction.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>12\/01\/2013: Christmas + New Year are now officially over for both sides of my family so it&#8217;s time for me to get off my l**y a** and get back to coding. New Year&#8217;s resolution for Divide? Finish up the lighting\/shadowing code (at least up to a usable level). Optimise the Hell out of it so &hellip; <\/p>\n<p><a class=\"more-link btn\" href=\"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/random-dev-thoughts\/\">Continue reading<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[3],"tags":[],"class_list":["post-111","post","type-post","status-publish","format-standard","hentry","category-general-stuff","item-wrap"],"_links":{"self":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts\/111","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/comments?post=111"}],"version-history":[{"count":5,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts\/111\/revisions"}],"predecessor-version":[{"id":114,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts\/111\/revisions\/114"}],"wp:attachment":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/media?parent=111"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/categories?post=111"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/tags?post=111"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}