Well I will be sincerely: like always in such a weeks I struggling with writing post for you. And it's not because we didn't done anything in this past week it's complete opposite. We done a lot of really cool stuff like:
- continue discussions and designing of remake,
- upgraded layers on levels,
- improved code for rendering,
- created nice system for building of externals libraries,
- ported project to vs2013 the way that vs2010 still is usable,
- some refactoring in core of game engine,
- removed some bugs from code,
- and a lot more small stuff.
I think that for project this was even better week than few previously ones but still writing this post is not easy task.
Mostly because how to write about stuff that are not easy to explain to normal people ? I see this really well when I write about stuff I do in coding to Alejandro and he just answer me: I don't understand what you writing to me.
If artistic side of project is easy to show the technical one is the problematic. Like in all kind of works there are different kind of tasks:
- There are stuff we want to do for comfort of our work.
- There are other which are preparation for some bigger stuff.
- There are this which we must to do.
- The last one are this which are just cool and we want to do them :)
Difference is that even if there is big change it may end in hard to notice results. So we could of course show you version of game compiled in vs2010 and vs2013 (even the 64 bit version for 2013) but what is the point? They look the same.
The same with rendering stuff. We done better resources management and manual synchronization of GPU and CPU. This sound cool and have a lot of nice things to offer from technical point of view but at this point this is hard to notice in video (To be funnier at some point it could be noticeable in slower FPS but we already fixed that).
There was also building of external libraries :D this one is hard one. I spend more than 4 hours to find a way to compile visual studio project with dependencies using msbuild tasks. Then I spend another few hour to figure out how to set pdb file name for bullet physics using cmake (without modifying original config file). All of that resulted in one script which I call and it build and redistribute projects for vs2010 and vs2013 in 32 and 64 bit version using original not modified source code of libraries. I'm personally really proud of final result :]
So as you see we can write really a lot about stuff we do even in weeks like that. But is this interesting for you? I'm not sure but well maybe I'm wrong.