My time is sparse these days since I have to do a lot of math stuff for uni and I’m working on two projects at the moment, the first project is a demo which I’ll be making with a finnish guy (and perhaps some outside help for gfx and sound), we’ve just finished drafting the most important parts of out soon-to-be demoengine, the “script ” to the demo is nearly finished as well so it’s time to start coding soon :) The deadline for the design stuff is set at the 11th november so time is getting sparse.
My other project is the q2loader I posted a screenshot from in my last newspost. I’ve now coded functions that successfully loads all the required textures from the .wal files (an easy task really, it’s a simple fileformat), now I just have to implement the actualy BSP/PVS instead of the method I’m currently using (which is just throwing the edges at opengl as lines). But I’ve decided to do this BSP thingy right since it’s a new technique for me (quite different from the octrees I used in my landscape engine), so I’ll build a simple 2d bsp tree compiler/renderer and expand it to 3d using a very simple world. I could most likely had implemented the BSP stuff in the q2loader anyways but I would like to be 100% sure of what I’m doing, I’m sure you can follow me here, too many ppl implement algorithms nowadays without knowing how they work. (I’m guilty as well, but it’s time to change it.
Oh, and I would like to say thanks to NeHe for adding a link to this site on his homepage. Although he states that it’s my “new” site I would like to point out to new visitors that it has been up for well over a year now.