Archive for category Personal
Alright, time to stop lazing about after my operation, enjoying well done steaks and roller coaster rides and winning the local judo championship, and get back to actual work.
My jaw’s still wired shut (or… elasticed shut? rubber banded shut?) and I’m still doped up on painkillers and antibiotics in addition to whatever natural chemicals my brain is usually marinading in that cause it to act the way it does (now those are some awesome drugs), but I think I’m sane enough to take on a bit of object orientated programming. I mean, it’s not like it’s HARD or anything.
[immediately savaged by hundreds of rabid programmers]
From memory I left the game most of the way through re-structuring the Creature class: since it’s supposedly important to set goals let’s see if I can get the rest of the structural pass complete by… say, Monday.
Also, apologies to everyone whose been sending emails recently, I have not been checking my account.
Ref: Yesterdays post.
So here’s me, late 2007. University wasn’t going well, and I was beginning to suspect I had chosen the wrong career path. On the other hand, my programming skills had been improving, and I had finally gone looking for a 3D game engine.
I found Blitz3D.
Blitz’s simple interface and use of the BASIC programming language lightened the learning curve going from 2D to 3D graphics, but it also removed from me some area’s of complexity, like collision managment, basic drawing concepts and terrain rendering. In hindsight, I really can’t tell if this was a good thing or a bad thing. On the one hand, it allowed me to build a few projects to near-completion very quickly: on the other, I only had a very shallow understanding of what it was I was actually doing. I remained enthused, but it slowly began to dawn on me that Blitz simply wasn’t powerful enough for my needs.
Losing interest in one project and looking for something else to occupy myself, I decided that I needed a different, more powerful engine. I found something even more powerful than that: the XNA framework.
According to a definition I found on the internet, which means it is absolutely infallible and anyone using any other definition is a blasphemer and a heretic, a game framework is a step above raw DirectX but a step below an actual game engine: it’s used to build the engine, which in turn is used to build the game. I had no idea at the time what this meant, but I saw normal mapping and bloom effects in an XNA project and, eyes shining with innocence, I happily ran after the graphical candy.
Sold his soul for Parallax Mapping,
Buuuuut at the time I was thinking the above (err… below?), my programming experiences were limited.
It was my first year out of school and I was still programming odd little games in Adobe Flash in between University studies. I hadn’t even started with three-dimensional games, and had only just awakened an interest in evolution (which at that stage was less “biology is interesting” and more “annoying religous nuts* on the internet is interesting”). So Species sat in the back of my mind for a while, slowly fermenting (Idea’s are like alcohol: the longer you leave them, the better they get. Also, have too many and you start acting flamboyantly immature), first as a possible flash project, later as a 3D game. It would be two whole years before I took any of those idea’s and began to action them.
So let’s skip ahead a bit…
Someone told him idea’s make you drunk. He’s been this way ever since.
*footnote: For the record, most religous people are not nuts, and many nuts are not religous. There is however, a strong correlation between evolution denialism (a subset of “being nuts”) and religousity, hense my use of the term “religous nuts”. If you do not deny basic science, no offense was intended or directed towards you or your beliefs. If you do deny basic science… well, okay, you’re a nutter, but that’s okay! We’d love to hear your nutty opinions anyway!