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The challenges of coding (December 2013)

12/12/2013

 
Writing graphics code is no straight forward task. While the methods are always the same, trying to write a nice graphics framework can leave you thinking about the best approach. I've been in this situation at least 4 times now, writing a DirectX framework from scratch. Usually in an earlier framework I'll realise a better way to go about something but the framework would be so big that it wouldn't be worth the time to make the change. 
I love writing all this code. After many months throwing shit together really quickly in Unity, it's nice to get into code at a lower level, making the functionality how you want it designed. The problem is the size and lack of time available. I'm trying to make a model class that will be really flexible which requires a flexible shader class which requires useful methods and so on. I keep getting lead off into a new branch of development and sometimes lose track of the initial goal.
Still, I seem to be on track for my subject though. I've left it quite late to get back into it, but other modules required more immediate attention. It's only been about 2 full days worth of development and I've already got a nice input system, timer and window. I'm now working on trying to get the ol' triangle rendering with a basic vertex colour shader.

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