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  UTH or W3G ? :)  (Read 1047 times)
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Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Posted 2006-10-07 14:28:10 »

After XIN (which will still be improved), I can't decide wether I'll first write UTH (Xith Under The Hood), which covers lower-level subjects than XIN (e.g. highest-level things in UTH will be how a scenegraph is really working : @Marvin : our knowledge will be complementary here), or W3G (Writing 3D Games with Xith), which is a selection of "courses" alterned with answereed exercises (e.g. : display the earth on a stars background, create a 2D grid level editor, implement a pacman, implement basic FPS functionalities, implement a networked GTA-like, and so on).
For now I'm more for W3G, cause it sounds funnier and will provide both appealing demos and interesting reads for wannabes.

What do you think ?

Will you help me in the writing of W3G (e.g. write an exercice) ?

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #1 - Posted 2006-10-07 16:41:38 »

I would vote for W3G, since the render code is not completely optimized and will certainly being changed in a few points.

And I'll certainly contribute exercises.

Marvin
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2006-10-07 17:32:14 »

Here's a small example I've made, not really useful to create a game but shows some optimizations that can be made.. I think the code is written in a pretty efficient way (the only thing i didn't optimized was the 3 for loops).

Check out org.xith3d.w3g.ColorCube class for sourcecode.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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Legends of Yore - The Casual Retro Roguelike
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #3 - Posted 2006-10-07 23:54:59 »

Here's a small example I've made, not really useful to create a game but shows some optimizations that can be made.. I think the code is written in a pretty efficient way (the only thing i didn't optimized was the 3 for loops).

Check out org.xith3d.w3g.ColorCube class for sourcecode.

Looks cool. I'm currently doing the DisplayList optimizations for shared geometries.

Why did you put it into the org.xith3d.w3g package? Wouldn't org.xith3d.test.render be a better place for it?

Marvin
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #4 - Posted 2006-10-09 18:31:47 »

Looks cool. I'm currently doing the DisplayList optimizations for shared geometries.
Well, of course it's a just a teeny-weeny example I made for a friend who's learning Xith3D (one more user - yeah !)

Why did you put it into the org.xith3d.w3g package? Wouldn't org.xith3d.test.render be a better place for it?
Because all "answered" W3G exercises are going to be put in org.xith3d.w3g
These are not *tests*..

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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