Development Update #7: July 2013
Hey everyone! Sorry for the late update today. Here's the story to which I'm sticking: lately I've been working in Linux as my primary development environment. Sadly, when I went to build and run LT on Windows to capture the video, I realized (all too late) that the Windows build had decided to work itself into some serious breakage. After throwing away an hour or so realizing how much of a dead-end video capture on Linux is, I had to spend quite a while rescuing the poor Windows build. In the end it survived and I'm expecting a full recovery :)
Let's face it, I'm always apologizing for something. Last month it was the voice. This month I made sure to get some sleep and even ordered a better microphone to make sure the vocals were top notch. Too bad I got the length wrong -.- One of these days. I'll get it all right.
As mentioned in the video, a homeward visit and a westward foray to a graphics conference both managed to steal a great deal of time from me this month. Nonetheless, the simulation architecture has seen a great deal of new clarity - clarity which will make the implementation that much simpler.
A last-minute (literally) graphics sprint introduced more kinds of atmospheric scattering, water, and some ragtag trees into the planetary mix, and these kinds of luxuries are only going to get better with age!
- Even more conceptual revelations related to level-of-detail universe simulation - leading to clean and unified design!!
- Made significant progress with the "real" AI algorithm
- Implemented water for planet surfaces
- Implemented atmospheric scattering for planet surfaces
- Full Mac Port
And now...let's review what we've gained this month (in witty, trivialized form)...
50% More Compatibility!
This month we welcome OS X, the newest member to the Limit Theory-compatible family of operating systems! With both the Mac and Linux ports behind us, the multi-platform stretch goal can already be crossed off the list!
[ This is where I would place an Apple logo if I weren't afraid of lawsuits! ]
100% More Atmospheric Scattering!
Sure, we had space-to-ground scattering. But it was just so...one-sided. If things are going to work out here, we need a two-way relationship.
∞% More Water!
Because sometimes, solid rock just isn't enough.
Sure, it may have looked like slow times there for a bit...but make no mistake, the tides of war are turning. The armies of architectural problems are falling one-by-one to the glistening swords of thought. We will steal the day yet, my friends, as we march into these lovely sunsets with our high-tech stallions of space.
No but seriously. It's a fun ride. We've a ways to go yet, but no problem thus far has proven unsolvable! :)