The challenge of revising the renderer

Something has been bothering me about the notion of revising the renderer by starting with certain superficial bits like lens flares and 3D models. While this approach is feasible, there is a considerable amount of friction when trying to interface with the old rendering code. The old code makes certain assumptions and behaves in inefficent ways; it is difficult not to let the new GL2 rendering code be overly affected by these inoptimal traits.

Continue reading The challenge of revising the renderer

Thoughts on animation

In the past, the way Doomsday has approached 3D model animation has been exceedingly simple. Since MD2 models are vertex-animated, with a full set of vertices per each frame, Doomsday has simply associated a model frame with each object state. When rendering, the model frame would be selected by looking up which one has been linked with the current state of the object. In other words, each 3D model frame was being treated like a 3D version of the original 2D sprite. Continue reading Thoughts on animation

Immaculate detail

Today I added support for OS X HiDPI resolutions. It turned out to be relatively straightforward, with Qt 5 already doing most of the work for us. Doomsday’s default UI style package was easy to adapt for HiDPI, with a couple of extra factors applied to UI metrics and font sizes. It helped that we had already prepared suitably high-resolution versions of the icons and other graphics used in the revised UI.

I’m very happy about how crisp everything looks on a retina display.

Xcode

Xcode is growing on me. Especially Xcode 6 on Yosemite is looking fantastic. Qt Creator is a very capable editor, however I plan to make another effort to write a generator script for a “native” Doomsday Xcode project. A sensible goal would be to produce a Snowberry-free build using Qt 5.3.