Monthly Archives: December 2011

Colored Shapes

I got a bit sidetracked while working on creature components, but still ended up making important progress for the overall system. First, I created a new transform class by abstracting and cleaning up the shape class’s position, angle, and size attributes and methods. I also created a transformable “mixin” class, which can be used by [...]

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Shape Mesh Progress

Yesterday, I completed the code to generate triangle and circle meshes: The triangle looks like it’s too small, but it fits perfectly in the circle, and the circle fits perfectly in the square. Yay, geometry! Of course, when building a creature, they can be scaled to whatever size you like, and the algorithms can produce [...]

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Adventures with the OpenGL shader pipeline

For the past several weeks, I’ve been learning “modern” OpenGL programming practices, by which I mean using a GLSL shader pipeline with vertex and fragment shaders. Even before starting Ambienome, I was already somewhat familiar with the old OpenGL “fixed function pipeline”, using glBegin/glEnd, glColor, glVertex, etc. Ambienome is going to be visually simple enough [...]

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