Sunday, October 31, 2010

It has been a while.


Well, I would like to say that I have been hard at work on my ray tracer but that is not very true, I have mostly been hard at work... at work. Since my last update many things have happened, Blacklight: Tango Down has shipped, it is available on XBLA, PC, and PSN, check it out! Shipping Blacklight has been the biggest thing keeping me from writing this update, also I just recently got a new job, I am starting as a UI Engineer for WB Games tomorrow (Nov 1st). I am very excited about this new position as I really like the project I will be working on and I have worked with many of the people there in the past and there are all top quality. Also the new project is not announced so I cannot talk about it, sorry.

Onto what I actually did on my side project recently! As you may be able to tell from the picture, there are two triangles on the screen, your eyes do not deceive you. On top of that there are textures on said triangles. That has been the majority of the work I have been doing lately, just getting triangles and textures in and functional. Now I can move onto whole lists of triangles and loading models and various other image formats so that I can display something that looks nicer than a reflective sphere. I have been reading a lot on barycentric coordinates lately to get the rendering and textures working for the triangles. I have been having a bit of a hard time understanding them so I have been spending a lot of time just trying to figure out how they work.

Yea, that's pretty much the progress so far, next up is to add model loading, clean up textures and materials in general. Also I need to add support for choosing the winding on triangles so that model loading can be easier and I can support shadows from triangles easier. I hope the next update will show up much quicker than this one did.

1 comment:

  1. Textured triangles for the win! Good to see an update. If you get your head around those barycentric coordinates, it would be cool to hear about that.

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