Rebooting!!!

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RB[0]

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Jan 21, 2015, 9:54:45 PM1/21/15
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Hey guys,
After a long time, I have begun working on a complete reboot of this project.

I don't know why, but there has been a lot of feedback recently on this, and a lot of people asking me to pick it back up and fix issues.

I haven't working with Opengl in a good 4 or 5 years (since I stopped this project) - or much personal programming in a long time (corporate coding will do that :/)
But, I have had an idea for a game bouncing around my head for a while and rebooting this would help me to prototype that.

I am curious if anyone would like to help out with this, as there are a lot of advanced things in OpenGL that would need to be implemented to truly push this the direction that it needs to go.

Cheers all,
Ajax (RB[0])

Ian Mallett

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Jan 21, 2015, 10:11:02 PM1/21/15
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On Wed, Jan 21, 2015 at 7:54 PM, RB[0] <Roe...@gmail.com> wrote:
I am curious if anyone would like to help out with this, as there are a lot of advanced things in OpenGL that would need to be implemented to truly push this the direction that it needs to go.
​I can't dedicate next to any time to this, unfortunately (Ph.D student), but I have written a lot of advanced PyOpenGL code that can be plagiarized used for inspiration. They're scattered in a few of my one-off projects. There are shaders, textures, FBOs, and utilities, which, along with VBOs, are the main things needed in a modern game engine. It's still all a GL 2 pipeline, but it should be a good start.

If you have mega-technical GL questions, you can ask me those, too.

Joseph Lindsay

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Jan 23, 2015, 12:34:54 AM1/23/15
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I love you. Please do!!! and anyone who can help, please help! I wish I knew more about how 3d stuffs worked, I was hoping pyggel could open the door for me.

RB[0]

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Feb 7, 2015, 3:11:45 PM2/7/15
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In case anyone is wondering, I have finally gotten some time from work to be able to focus on coding more consistently. I haven't made anything new yet, I am basically just wrapping my head around exactly how I want to handle certain mechanics and make them as easy as possible for the user, and as optimized as possible on the back-end.

Cheers 
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