New look. new feel, new logo
There are a couple quick announcements I'd like to make...
View ArticleNew, faster view-based GUI (with checkboxes!)
In the past week I have been very busy coding the new GUI and it is exactly what I need. I fully converted the code to the new GUI as well as added checkboxes...
View ArticleOOK - Scrapped and Recreated
I've been working, and I still am, so unfortunately I haven't touched OOK in quite a while. However recently I found some free time and picked it back up. I work as web an application developer, so I...
View ArticleUpdate to OpenGL 3+ and GLSL Support
Previously, OOK was created using older fixed-function rendering calls. These days, that way of going about things is deprecated and in the long run probably harder. I've updated the rendering code of...
View ArticleMini Update: GLSL Shaders, Full-Screen Shaders, Revamped State Manager...
In my little spare time in the past month I have make some progress to OOK...
View ArticleThe Procedurally Generated OOK Galaxy (And the joys of shaders)
Since the last update I have done a number of things. First off, the physics is 100% working, entities are more well defined, and basic controls are functioning. You can now fly around empty space...
View ArticleParticles, and engine progress
Updates to the engine: Refactoring, restructuring, reorganizing. Particles. First steps toward a cross-platform build.
View ArticleHUD, Cleanup, and Misc
I spent a day working on the HUD (again). I went through a few iterations. Eventually per popular vote I am keeping it simple, for now... After working on the HUD, I decided to do a few more cleanups...
View ArticleMSAA / Targeting / Timers
In this update, I have added MSAA (Multisample Anti-aliasing), Targeting, and Timers...
View ArticleThe OOK Galaxy
In this update, a lot of small enhancements and a couple bigger ones... Added the galaxy, planets, the radar, etc.
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