Butterman
Gief Pandara
EDIT: Sorry, for those who don't know. Human Condition (previously TINCS) is a multiplayer FPS aimed at the Pandora.
TINCS is back, under a new title and with new goals.
It's been a long few months, I've been working on a few commerical projects and pocketed myself a good bit of cash. I've come back to TINCS with a new perspective. I checked out TINCS from my private SVN earlier today and have been cleaning it up for the best part of the day. It's a mess. But it's a good mess. The quality stuff is there, I just need to pick the weeds.
This is my to-do list:
- Find the bloody huge gaping memory leak
- Fix various crashes and clean up the code
- Comment & Cleanup run
- Get it onto a public SVN
- Start re-working client server communication and put some thought into the master server
- Find a suitable BSP editor and create BSP rendering system as well as a custom BSP exporter for the editor
- I should have my Pandora by this point, so it's time to get it running on the Pandora!
So far, I've fixed up the lighting (in particular, the shader<->engine communication). I've got a result:
Feels good to be back.
TINCS is back, under a new title and with new goals.
It's been a long few months, I've been working on a few commerical projects and pocketed myself a good bit of cash. I've come back to TINCS with a new perspective. I checked out TINCS from my private SVN earlier today and have been cleaning it up for the best part of the day. It's a mess. But it's a good mess. The quality stuff is there, I just need to pick the weeds.
This is my to-do list:
- Find the bloody huge gaping memory leak
- Fix various crashes and clean up the code
- Comment & Cleanup run
- Get it onto a public SVN
- Start re-working client server communication and put some thought into the master server
- Find a suitable BSP editor and create BSP rendering system as well as a custom BSP exporter for the editor
- I should have my Pandora by this point, so it's time to get it running on the Pandora!
So far, I've fixed up the lighting (in particular, the shader<->engine communication). I've got a result:
Feels good to be back.