Thread: opengl: moving the light with level

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  1. #16
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    That's fine and dandy, if you know how to implement these things. If you're still learning, the worst thing you can do is worry about speed when you don't know the concepts. Everybody that I know of working on large successful projects follows the code first optimize later scheme. What happens when you try writing a large project while trying to 'optimize' first? This:

    Quote Originally Posted by Bubba

    In fact I'm going to totally re-do the entire engine because I'm not happy with the current architecture and I'm not happy with the current code base.

    It needs a complete facelift and rather than try to edit existing code, I'm going to change the whole setup.

    But after spending 4 hours messing with MFC and having it totally erase my work because MS can't program anything remotely stable, I'm not really into coding right now. Heck I might just erase the whole frieking XSpace and start over.

    Me, on the other hand, the last project I abandoned was huge (as in I haven't been coding in the last year), at over 20,000 lines of code (C-Metrics) but it was modular, easy to follow and edit by others, and I was satisfied with its layout (it took care of a plethor of things including 3D rendering based on binary and quad spatial partitioning, culling, sphere and box physics, basic realtime lighting, basic static lighting, and hooks for vertex buffer objects and fragment/vertex shaders), and I wrote it entirely on the 'code first, optimize later' mechanism. I guess I don't need to mention the doom3 alpha basically wouldn't run on even the fastest computers, suggesting they also followed the code first optimize later scheme.

    But, we all ultimately find what works best for our individual needs.
    Last edited by Darkness; 04-05-2005 at 10:08 AM.
    See you in 13

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