Domain: phunq.net
Stories and comments across the archive that link to phunq.net.
Comments · 10
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As good a time as any
Our intent is to encourage high performance accurate subdiv drawing by giving away the "good stuff".
I want to be wrong about this. I really do. But I read this as "our intent is to establish a tie to our proprietary products Renderman and Maya via a license carefully designed by Microsoft to be incompatible with GPL, and thus Blender."
Well, this would be as good a time as any to point out that Maya is not the only game in town. There is Blender of course. And there is my as-yet-unannounced project based on a half edge meshing technology that is way superior to the creaky old infrastructure Maya relies on. There are already some great results in terms of high complexity meshes and excellent real time performance. So far it has been just me pushing on the code, but that should change pretty soon. Go here to find out about World Welder. Check out some demo images here, here and here. Those are all high triangle count, high complexity meshes rendering at smooth interactive frame rates on low end hardware. There are various algorithms in use. The 3D Freetype Unicode fonts are done with Root3 subdivision, arguably superior to Catmull Clark favored by the Maya crowd. Still lots of work to do to implement boundaries, creases, deformable heirarchy and the like, but the base it's built on is solid as a rock. And really compact as well, yes sometimes you can have it all. Anyway, I will be making a more official project announcement in due course but for now, a tarball is online here. I apologize in advance for the documentation quality, but not for the code quality. Please be kind to my server and don't browse all the images, it's just a cable modem with pathetic upload bandwidth. (By the way, sponsorship in the form of web hosting would be much appreciated.)
There remains much work to do, sigh, there always is. But this is already the skeleton of a nice 3D meshing workbench, and it is time to put some meat on the bones. Language is C++11, scripting is Lua, GUIs are GLX and QT, revision control is Mercurial, license is GPLv3. Anybody who wants to join the mailing list is more than welcome, developers and future users alike.
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As good a time as any
Our intent is to encourage high performance accurate subdiv drawing by giving away the "good stuff".
I want to be wrong about this. I really do. But I read this as "our intent is to establish a tie to our proprietary products Renderman and Maya via a license carefully designed by Microsoft to be incompatible with GPL, and thus Blender."
Well, this would be as good a time as any to point out that Maya is not the only game in town. There is Blender of course. And there is my as-yet-unannounced project based on a half edge meshing technology that is way superior to the creaky old infrastructure Maya relies on. There are already some great results in terms of high complexity meshes and excellent real time performance. So far it has been just me pushing on the code, but that should change pretty soon. Go here to find out about World Welder. Check out some demo images here, here and here. Those are all high triangle count, high complexity meshes rendering at smooth interactive frame rates on low end hardware. There are various algorithms in use. The 3D Freetype Unicode fonts are done with Root3 subdivision, arguably superior to Catmull Clark favored by the Maya crowd. Still lots of work to do to implement boundaries, creases, deformable heirarchy and the like, but the base it's built on is solid as a rock. And really compact as well, yes sometimes you can have it all. Anyway, I will be making a more official project announcement in due course but for now, a tarball is online here. I apologize in advance for the documentation quality, but not for the code quality. Please be kind to my server and don't browse all the images, it's just a cable modem with pathetic upload bandwidth. (By the way, sponsorship in the form of web hosting would be much appreciated.)
There remains much work to do, sigh, there always is. But this is already the skeleton of a nice 3D meshing workbench, and it is time to put some meat on the bones. Language is C++11, scripting is Lua, GUIs are GLX and QT, revision control is Mercurial, license is GPLv3. Anybody who wants to join the mailing list is more than welcome, developers and future users alike.
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As good a time as any
Our intent is to encourage high performance accurate subdiv drawing by giving away the "good stuff".
I want to be wrong about this. I really do. But I read this as "our intent is to establish a tie to our proprietary products Renderman and Maya via a license carefully designed by Microsoft to be incompatible with GPL, and thus Blender."
Well, this would be as good a time as any to point out that Maya is not the only game in town. There is Blender of course. And there is my as-yet-unannounced project based on a half edge meshing technology that is way superior to the creaky old infrastructure Maya relies on. There are already some great results in terms of high complexity meshes and excellent real time performance. So far it has been just me pushing on the code, but that should change pretty soon. Go here to find out about World Welder. Check out some demo images here, here and here. Those are all high triangle count, high complexity meshes rendering at smooth interactive frame rates on low end hardware. There are various algorithms in use. The 3D Freetype Unicode fonts are done with Root3 subdivision, arguably superior to Catmull Clark favored by the Maya crowd. Still lots of work to do to implement boundaries, creases, deformable heirarchy and the like, but the base it's built on is solid as a rock. And really compact as well, yes sometimes you can have it all. Anyway, I will be making a more official project announcement in due course but for now, a tarball is online here. I apologize in advance for the documentation quality, but not for the code quality. Please be kind to my server and don't browse all the images, it's just a cable modem with pathetic upload bandwidth. (By the way, sponsorship in the form of web hosting would be much appreciated.)
There remains much work to do, sigh, there always is. But this is already the skeleton of a nice 3D meshing workbench, and it is time to put some meat on the bones. Language is C++11, scripting is Lua, GUIs are GLX and QT, revision control is Mercurial, license is GPLv3. Anybody who wants to join the mailing list is more than welcome, developers and future users alike.
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As good a time as any
Our intent is to encourage high performance accurate subdiv drawing by giving away the "good stuff".
I want to be wrong about this. I really do. But I read this as "our intent is to establish a tie to our proprietary products Renderman and Maya via a license carefully designed by Microsoft to be incompatible with GPL, and thus Blender."
Well, this would be as good a time as any to point out that Maya is not the only game in town. There is Blender of course. And there is my as-yet-unannounced project based on a half edge meshing technology that is way superior to the creaky old infrastructure Maya relies on. There are already some great results in terms of high complexity meshes and excellent real time performance. So far it has been just me pushing on the code, but that should change pretty soon. Go here to find out about World Welder. Check out some demo images here, here and here. Those are all high triangle count, high complexity meshes rendering at smooth interactive frame rates on low end hardware. There are various algorithms in use. The 3D Freetype Unicode fonts are done with Root3 subdivision, arguably superior to Catmull Clark favored by the Maya crowd. Still lots of work to do to implement boundaries, creases, deformable heirarchy and the like, but the base it's built on is solid as a rock. And really compact as well, yes sometimes you can have it all. Anyway, I will be making a more official project announcement in due course but for now, a tarball is online here. I apologize in advance for the documentation quality, but not for the code quality. Please be kind to my server and don't browse all the images, it's just a cable modem with pathetic upload bandwidth. (By the way, sponsorship in the form of web hosting would be much appreciated.)
There remains much work to do, sigh, there always is. But this is already the skeleton of a nice 3D meshing workbench, and it is time to put some meat on the bones. Language is C++11, scripting is Lua, GUIs are GLX and QT, revision control is Mercurial, license is GPLv3. Anybody who wants to join the mailing list is more than welcome, developers and future users alike.
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As good a time as any
Our intent is to encourage high performance accurate subdiv drawing by giving away the "good stuff".
I want to be wrong about this. I really do. But I read this as "our intent is to establish a tie to our proprietary products Renderman and Maya via a license carefully designed by Microsoft to be incompatible with GPL, and thus Blender."
Well, this would be as good a time as any to point out that Maya is not the only game in town. There is Blender of course. And there is my as-yet-unannounced project based on a half edge meshing technology that is way superior to the creaky old infrastructure Maya relies on. There are already some great results in terms of high complexity meshes and excellent real time performance. So far it has been just me pushing on the code, but that should change pretty soon. Go here to find out about World Welder. Check out some demo images here, here and here. Those are all high triangle count, high complexity meshes rendering at smooth interactive frame rates on low end hardware. There are various algorithms in use. The 3D Freetype Unicode fonts are done with Root3 subdivision, arguably superior to Catmull Clark favored by the Maya crowd. Still lots of work to do to implement boundaries, creases, deformable heirarchy and the like, but the base it's built on is solid as a rock. And really compact as well, yes sometimes you can have it all. Anyway, I will be making a more official project announcement in due course but for now, a tarball is online here. I apologize in advance for the documentation quality, but not for the code quality. Please be kind to my server and don't browse all the images, it's just a cable modem with pathetic upload bandwidth. (By the way, sponsorship in the form of web hosting would be much appreciated.)
There remains much work to do, sigh, there always is. But this is already the skeleton of a nice 3D meshing workbench, and it is time to put some meat on the bones. Language is C++11, scripting is Lua, GUIs are GLX and QT, revision control is Mercurial, license is GPLv3. Anybody who wants to join the mailing list is more than welcome, developers and future users alike.
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Re:No.
Is this polished? Because it's coming to an open source game engine near you pretty soon. And its just part of a flood of amazing, free and open tools that are coming online right now. The time was never better to jump into Indie/open game development. If you want to help out.
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Re:No.
Is this polished? Because it's coming to an open source game engine near you pretty soon. And its just part of a flood of amazing, free and open tools that are coming online right now. The time was never better to jump into Indie/open game development. If you want to help out.
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Re:Screenshots?
QT is among the prettiest and most capable of all widget sets, open source or proprietary. It's not much at the moment, but here is the beginnings of an interface I cooked up for an upcoming project. See, four independently navigable OpenGL windows, plus a few gratuitous native button widgets, which don't actually do anthing yet. Things to note about this code: it's clear and concise; it was easy to write; it's nice and robust. I managed to bypass the MOC so new widgets and actions can be hooked up on the fly, no need to recompile. I suppose QT 5 provides a similar capability, but I'm doing this already, with QT 4, and it's without any thick new layer of abstraction.
In general I really like QT, I just don't like the MOC. I mean, it isn't the most clumsy interface builder I've ever seen. It's fine for interfaces that don't change on the fly but it really gets in the way if you want to do dynamic things like create widgets in response to user actions or loaded data. And it's too cavalier about getting in the way of the C++ compiler and linker, not to mention the additional build complexity. Now that I've gotten past that I don't have any complaints at all.
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Re:Future of Nintendo
The majority of games from now on will be created for iPhone and Android, shifting to the latter over time. Simply because of the accessibility factor. You don't need to sit on your sofa to play games any more.
Even the sofa gamers, a diminishing but still important breed, will be playing a lot more idie games over the coming years, there is no question about that. Indie games are moving upscale in terms of production values. Its fun to build one, and building a game is an end in itself. It is now feasible to build at least a B list title entirely with volunteers and A list is within sight. I know it is in my sights.
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Re:Bug (likely graphics drivers) deadlocks linux
Re SDL: I would not recommend that any serious project use it, it many just adds a new layer of bugs. For an OpenGL app you only need two things that SDL provides: a drawable surface and input events. Here is code for this directly on X/Glx, it is short and sweet and on the metal. As an extra benefit, Alt-Tab works in fullscreen whereas it does not in SDL. Doing the same on top of DirectX is left as an exercise for the interested reader, please send me the code when you're done.