💙 mi bebé #glitchbabes #vaporart #holochrist #greenism #aguitavibes #youngbae #genderstaticfluidness #cromanticism (en Prepa 6 - Escuela Nacional Preparatoria "Antonio Caso")

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💙 mi bebé #glitchbabes #vaporart #holochrist #greenism #aguitavibes #youngbae #genderstaticfluidness #cromanticism (en Prepa 6 - Escuela Nacional Preparatoria "Antonio Caso")
Different Teaser
So I was starting working on a teaser for Holochrist during a few weeks to have something to hand in to my animation teacher. The process was extremely slow, tedious, boring and hard work. Not exactly the way to go. So I'm scrapping all that hard work to start afresh. There was no way that it would be possible to even finish. So the decision was hard, but obvious.
And the scene became too heavy anyways!
So I've spent the morning starting the work on the "new" teaser. Check it out!
Just basic groundwork
Holochrist: Scratch Ogre3d - Horde3d is More Like it!
After showing my latest post about what libraries I'm going to use for Holochrist to some people. I got introduced to a different rendering engine than Ogre3d. This one is called Horde3d and seems much more like something I'd like to use. Horde is much more "minimal" than Ogre, Ogre isn't just a rendering engine. As it also handles things like input (Ogre depends on something called OIS which stands for Open source Input System, I saw OIS in the Ogre3d wiki and assumed it stood for "Ogre Input System", sorry about that). Things like that tends to become a bit messy. Horde is nothing but a rendering engine. It is small and lightweight. And it renders with great quality, definitely fitting for modern graphics. And of course, open source. I was also told that Horde is way easy to set up and easy to extend, which is a big plus indeed. There is also different tools available for it, like a scene editor. I may not need to develop Carnage after all. This could be a better option. As Horde doesn't handle input and window creation, I'd have to use yet another library. Initially I was going for SDL, but the same guy who told me about Horde3d also introduced me to GLFW. Which is more or less the same thing, except cleaner and more easy to use. There is also some Lite version that has the exact same API but smaller code, I think that's what I'm gonna use.
Horde3d in action. So with all this said, here is a final list of all the libraries I'm going to use. This list is probably solid as a rock and I don't think I'll change it. Consider it a constant array if I don't change it within 1-2 weeks: Horde3d GLFW (lite) Bullet OpenAl (soft?) This should be very interesting and fun to work with. I have something else to tell you. As of the 16th of January, I'll probably write a development post each work day of the week, unless I didn't do anything that day. Because I'm switching to a new sleeping schedule which will give me a decent amount of time to work on the game. The schedule can be (poorly) represented by the following image:
Let me explain. With some approximate times. You some of these may vary since sometimes school starts/ends earlier/later. Anyhow: 2am-7am/02:00-07:00 => Game Development 7am-3pm/07:00-15:00 => School 3pm-8pm/15:00-20:00 => Homework/Spare time 8pm-2am/20:00-02:00 => Sleep This should give me about 5 hours of game development a day, which gives me a fair chance of completing the game. And with good discipline I can have a pretty okay amount of sleep too! Anyhow, let me end this post with a list of links to all the various different libraries so anyone can find them! Horde: http://www.horde3d.org/ Glfw: http://www.glfw.org/ Bullet: http://bulletphysics.org/wordpress/ OpenAl:
http://connect.creativelabs.com/openal/default.aspx
http://kcat.strangesoft.net/openal.html (soft)
Take care!