code logs -> 2022 -> Thu, 14 Jul 2022< code.20220713.log - code.20220715.log >
--- Log opened Thu Jul 14 00:00:05 2022
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00:25
<&McMartin>
That one was literally a homework assignment for my graphics class
00:25
<&McMartin>
It was also from the era when OpenGL 1.2 was the hottest of hot new shit
00:27
<&McMartin>
(Not strictly true, as 1.5 had been published, but nothing supported it and so I had to rely on extensions to get something at all equivalent to Vertex Buffer Objects)
00:58
<&Reiver>
I more mean the somewhat later design to, uh
00:58
<&Reiver>
Have it implemented in like six lines of code into a project in order to be able to get Things On A Screen
00:58
<&Reiver>
(I know, modern game dev doesn't work that way but still)
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01:33
<&McMartin>
I'm... actually not sure what you mean now
01:33
<&McMartin>
The board game was 2D, even if it was using Direct3D to command the window displays
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02:57
<&Reiver>
No it was your Sable engine
03:08
<&McMartin>
Oh yeah
03:08
<&McMartin>
The Sable engin was not a six lines of code thing
03:08
<&McMartin>
It was literally the final project for my graphics class
03:25
<&Reiver>
No, I know that, uh
03:25 * Reiver scratches his head
03:25
<&Reiver>
I feel like either I am misremembering, or you are /no longer/ remembering
03:27
<&Reiver>
But there was a time it got refactored a bit and as part of that ended up a 'Hey, this can now be used as an ultra-lightweight graphics engine implementation with like six lines of code [may not be verbatim] so you can get things going then put in a Proper One later' and a whole discussion about whether textures should be part of the file wrapper or not and the pros/cons in texture reuse vs simplified packaging etc etc
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04:03
<&McMartin>
Ah. Yes. You are conflating two things
04:03
<&McMartin>
There is the Sable engine, which was fully 3D, had no textures, and relied on high polygon counts to make up for it, with modeling done by some regulars here after the fact (the homework assignment's models were done by me on graph paper and had a very Descent 1 vibe)
04:04
<&McMartin>
And there is the Hex Inverter engine, which is a 2D engine that does its actual Put Sprites On The Screen logic with a 3D engine drawing pairs of triangles on a flat surface like decals.
04:04
<&McMartin>
The latter has a very rapid setup time once you've loaded your sprites and such into place.
04:05
<&McMartin>
There was a similar engine with no fancy iconic use case that was an old-school DOS-style pixel grid, which I've implemented about six times in various forms
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05:44
< jessifae>
https://mobile.twitter.com/jeanlaallchicso/status/1547267616783609856
05:44
< jessifae>
well, that news sucks
05:58
<&McMartin>
My twitter feed has been full of righteous and alarming bloodlust
05:59
<&McMartin>
Which means that the AI has decided that maybe I actually want bunny pictures
05:59
<&McMartin>
Thank you, AI, I *do* in fact want bunny pictures, and I will also accept capybaras
05:59
<&McMartin>
https://twitter.com/RabbitEveryHour/status/1547105318982893568
06:04
< jessifae>
I thought twitter was all about righteous and alarming bloodlust
06:09
< Kizor>
Look, that rabbit's got a vicious streak a mile wide! It's a killer!
06:11
<&McMartin>
It turns out that there's a secret underground Cute Fuzzy Animal Twitter and it's actually pretty good at what it does
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23:51
< FLHerne>
https://mobilegamer.biz/devs-not-baking-monetisation-into-the-creative-process-are-fucking-idiots-says-unitys-john-riccitiello/
--- Log closed Fri Jul 15 00:00:07 2022
code logs -> 2022 -> Thu, 14 Jul 2022< code.20220713.log - code.20220715.log >

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