Programming: FSNG Substitute
I had some free days during the XMas::Holidays (yeah yeah, lazy students), so I spent a few days on the top secret FSNG substitute.
Well OK, to make it short, some early pics:

What you see is basically the ingame editor. The only thing that currently works is heightmap loading and cell subdivision, some basic stuff such as config-files, as well as fancy mouse movement (a little bit like UnrealEd).
At first, I was quite disappointed when looking at the framerates, however when switching to wireframe, I saw that 1024*1024 looks like much more in polys than in pixels. With this resolution, I could even leave the texture away and use vertex colors only.
Some technical notes: like in FSNG, I use MDX2.0 and C++/CLI with .NET² again, as this is my environment of choice (and I love it ;) ).
More to come soon, hopefully (university/time!). I will use this blog for screenshot-updates and not my homepage, as I am not 100% sure, if I really want to *replace* FSNG. I will update the website, when my decision is final.
Well OK, to make it short, some early pics:
What you see is basically the ingame editor. The only thing that currently works is heightmap loading and cell subdivision, some basic stuff such as config-files, as well as fancy mouse movement (a little bit like UnrealEd).
At first, I was quite disappointed when looking at the framerates, however when switching to wireframe, I saw that 1024*1024 looks like much more in polys than in pixels. With this resolution, I could even leave the texture away and use vertex colors only.
Some technical notes: like in FSNG, I use MDX2.0 and C++/CLI with .NET² again, as this is my environment of choice (and I love it ;) ).
More to come soon, hopefully (university/time!). I will use this blog for screenshot-updates and not my homepage, as I am not 100% sure, if I really want to *replace* FSNG. I will update the website, when my decision is final.


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