Wednesday, June 22, 2011

Job crunch on again...

Very ironic that my last post was Job Crunch Ended, since I've now inflicted another crunch on myself.  The codebase I was thrust into at my current job was somewhat horrendous so I'm writing a new opengl engine for it from scratch (actually bootstrapping off my Magelore engine though pretty much all will be replaced by the end of it).

This means, alas, Magelore progress has slowed to a crawl again.  I hope this doesn't become my Duke Nukem Forever - though amazing that has been released before Magelore. My nephew is in the game, but he'll be all grown up by the time the game is released - I may have to take a second photo of him and he can appear again as an older sibling :)

At the moment I'm deep inside writing a new asset pipeline. I'm really happy with it - all auto-refreshing, super simple, clean and tight code. Maybe I'll bring some of it back to Magelore but there's really no point since Magelore will always be 2d sprites, whereas the engine I am writing is very much targetting 3d models and shader pipelines.

I've taken the adds off this site also.  I think I can afford the 3c per year they are raking in, and it gives people better access to the archives now.

Till later.. catch me on Twitter   @podesta1971

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