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Introduction
to the News section
In
this section I will bring to you, as before, all
the latest developments concerning my programming
activities, and links to other parts of the site
for all new downloads etc. I've abandoned the
old frame-based system, since for one thing it
didn't register the keywords in the search engines,
which meant I lost my 3rd out of 150,000 place
on Google, which did not amuse me; and it also
proved too complex, dubious on older browsers
and other monitor resolutions (I use the comparatively
lo res 800x600), and remarkably dysfunctional.
In the future, therefore, the "Inarticulate
Rant" will be confined to this, the front
page of the news section (despite the mock eloquence
of the whole of the rest of the site); and all
the links to other articles will be contained
in the artfully rendered box on the left, where
by whole new pages will load, replete with any
relevant links. I hope this is a little more intuitive
and allows more logical access to my work.Anyway,
to programming. I haven't been doing a great deal
recently, what with trivial things like A levels,
but now the pressure seems to be off I've allowed
myself to do a little more work on my 3D engine
(actually that's a bit of an understatement, considering
it's finished) and to put this new site together.
The 3D engine essentially required tinkering with
until the texture mapper started working, which
proved somewhat laborious; but has also undergone
the addition of a mechanism for the loading of
models as they are approached, so a (theoretically)
infinite 3D world can be explored, patches loading
as the user wonders about inside. There is currently
no clipping or other game engine features, but
I expect them to be easily added in the future-
I have a sudden compulsion to put together a 3D
RPG. Nevertheless, the engine currently has capacity
to display about 300 polys at once, and is capable
of many more if pushed. It also runs extraodinarily
fast: there is currently no slow-down code in
the demo, so I expect several hundred fps to be
rendered on most modern computers - it manages
30 on my P133. Something I constructed some time
ago, but now available for download for the first
time, is the windows 32-bit level editor for Trooper
II. Originally, I was going to include a 32-bit
DirectX conversion of the game, but the workload
proved a little too much and I never got around
to it: however, the level editor can be used as
a user-friendly way of creating new Trooper II
levels. Trooper II was so important in my development
as a programmer that it has its own section of
the site, accessable through the side bar menu
or programming home. I hope you enjoy my new site,
and take a look at some of the other stuff on
offer-
Jon, 8th
March 2003 |