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New look. new feel, new logo

There are a couple quick announcements I'd like to make...

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New, 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...

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OOK - 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...

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Update 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...

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Mini 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...

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The 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...

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Particles, and engine progress

Updates to the engine: Refactoring, restructuring, reorganizing. Particles. First steps toward a cross-platform build.

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HUD, 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...

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MSAA / Targeting / Timers

In this update, I have added MSAA (Multisample Anti-aliasing), Targeting, and Timers...

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The 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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