oh right, posts
this two-week project was basically "put together an opengl renderer for all the generation code i've been working on". at first i was gonna try rust, but... basically rust is really frustrating. so instead o went with the
but i did get everything rendering, and i got random houses rendering with random plants in random graphs, so that's pretty neat. (here's a graph render and here are some plant renders) the next thing i should do with that is... i think go back to the 'landscape' generator, and see if i can do anything about rendering actual landscape features in 3d given the graph output. what would also be nice is getting subgraph generation working, and then rendering actually complex worldmaps. that's still a ways off, though.
this two-week project was basically "put together an opengl renderer for all the generation code i've been working on". at first i was gonna try rust, but... basically rust is really frustrating. so instead o went with the
lambdacube library in haskell. and that's probably temporary, since lambdacube has some issues of its own (it's mostly-abandoned in a partially-finished state and i couldn't figure out how to get shader uniforms working, which is _kind of_ a big deal since that's like, basically the simplest thing to do in a shader).but i did get everything rendering, and i got random houses rendering with random plants in random graphs, so that's pretty neat. (here's a graph render and here are some plant renders) the next thing i should do with that is... i think go back to the 'landscape' generator, and see if i can do anything about rendering actual landscape features in 3d given the graph output. what would also be nice is getting subgraph generation working, and then rendering actually complex worldmaps. that's still a ways off, though.