Partilhar via


Terrarium Prototyping

So I started working on prototyping some terrain rendering for the next Terrarium. It really is amazing how much faster one can work in Managed DirectX (Direct3D in this case) vs. the C++ API. While the screenshot below is not terribly impressive, it only took me about 2 hours to get the base framework up and running. This would have taken much longer using C++. I'll try to post some regular updates as I try various techniques for the terrain.

Comments

  • Anonymous
    February 15, 2004
    Mitch, this is extremely impressive, and very interesting. Definitely looking forward to seeing this closer to release.

    Since, you seem to be getting into the heat of T-V2, how is the cleaning up of the version 1 source coming? Been waiting for the chance to tweak in some for months now.
    Glad to see you've finally started blogging. Am looking forward to reading more often.
  • Anonymous
    February 15, 2004
    The clean up of the 1.2 source is going well. We're into the last couple weeks of work, then testing, packaging, etc. It's hard to give an official release date, but we are talking several weeks, not months; it is in the home stretch now.
  • Anonymous
    February 15, 2004
    Mitch, definitely impressive. The coding speed of .NET over previous languages is quite amazing and the more you get used to it the quicker it is. Can't wait to see your updates.
  • Anonymous
    February 15, 2004
    I love seeing people using Managed DirectX and 'amazed' at the productivity gains. =)
  • Anonymous
    February 15, 2004
    "The coding speed of .NET over previous languages is quite amazing "


    Such a great pitty the running speed wasnt as fast.

  • Anonymous
    February 20, 2004
    I'm impressed.
  • Anonymous
    May 25, 2004
    wow , Matrix 4 ?