Because I apparently hate myself, I decided to try and re-read the blog archives. I got about two months in. It's seriously painful how much of a technomancy fanit I was back then. Of course, you can only tell that if you read the technomancy blog, and I don't think anyone else here did. Still, you can tell how stupid I was. Also: way too many ellipses. and painful teenage attempts at "random".
In conclusion, I hope when I look back at this archive page some six years in the future, I hope I seem as silly and uneducated to my future self as my past self looks to me. Growth is a good thing!
And now, some content: SOME OF YOU MAY HAVE HEARD that I have been programming recently. I have. What I am programming is somewhat-tentatively called 'phantomnation' and it will be a hex-based tactical RPG. The next lengthy post I make will probably be me extolling the plot ideas I have. But this post is about technology. The game exists partly to finally get some ideas out of my head, but mostly just to improve my programming skills to the point where I can try to code some useful projects.
That being the case, it's very amusing to read all these game-programming tutorials and be told again and again that Game Programming Is Hard Work. I mean, sure, making any non-trivial program is going to be hard, but this is the most basic non-trivial project I could come up with. Presumably those notes are aimed towards the kiddies that have no clue how to program but want to make shiny flashy games, e.g., me six years ago.
Your link of the day is to the Osmose & Ephémère projects, which are how I think computers should approach 3d environments. I don't care about photorealism: if I wanted photorealism I would GO OUTSIDE. I want shiny floating transparent visuals with disturbingly apoclyptic scenery.
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