Well no there is not any game yet. I got side tracked and ended up making some changes to my
gl framework in
bmax and decided I should actually use it for something, so I made a small
cracktro style intro and put it up on the
DBF forum so I could get some feedback, seems my code works well on various setups so
thats good to hear.
Quick Piccy
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I have also been messing about with my old
opengl engine code, it now runs
on top of the tiny
gl framework and I spent some time improving it
abit. It can now load .obj models exported from blender as long as I set a couple export options, it expects
UV's and Normals and uses them both so I need to export as a single mesh with normals,
uv's and triangulate turned on but if i do that I can load and display the
meshs fine, I even seem to have got hard edges working to a good extent. Working on Multi
Texturing, going for 2 layers only at this time, cant see me needing more and by that time I will likely be using
shaders.
So now I need to start messing about with blender and see if I can make some useful models, to that end I have been watching some tutorials and messing about with some of the features. Made a very simple mini
hexscape thing and made a rather nice render, so here it is.
DBF are currently running a demo coding challenge, with a theme of
wireframe, will see if I can come up with something for that before the deadline. Hopefully something cool as well.