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Interesting, is your Clojure code released? You are right about the boring stuff. It's overwhelming, of course, but if I truly went down the route of developi
by jlongster 17y ago
Interesting, is your Clojure code released?
You are right about the boring stuff. It's overwhelming, of course, but if I truly went down the route of developing a graphics engine, I would take the risk of investing lots of money and time for implementing both the "interesting" and the "boring" parts. Fonts, menus, etc. aren't that hard, but it just sucks to be doing it instead of the interesting stuff. Doing both would be alright.
But in the end, you're right. For now, I'll probably start implementing my ideas purely by themselves. It'll be great fun doing so, and if I think any of them are worth pursuing, I can flesh it out with the boring stuff.
- prospero 17y agohttp://github.com/ztellman/penumbra/ http://github.com/ztellman/penumbra/ It's very much a work in progress, but there some interesting stuff in there. Especially of note is the GPU-driven Mandelbrot viewer (http://github.com/ztellman/penumbra/blob/master/src/example/gpgpu/mandelbrot.clj http://github.com/ztellman/penumbra/blob/master/src/example/...), where the shaders are syntactically and idiomatically indistinguishable from the rest of the code. Every graphics engine I've seen focuses on performance rather than expressiveness. With current trends in graphics cards, that seems more a matter of custom than necessity. It's an exciting time to be working on this stuff; there's huge swaths of unexplored territory out there.
- jlongster 17y agoVery interesting, thanks. I'll be thinking about this more. I was thinking of building a compiler which compiles sexprs down to something like GLSL or possibly even lower (GPU assembly).