So here's how image looks like due finishing assignment 02. Looks like an rectangle but actually assembled by two separate triangles, the cheapest 2d primitive in rendering.
The overall object for this assignment is 1. getting basic lua supporting set up, being able to call functions bidirectionally. 2. get familiar with vertex rendering procedure by alternating various parameters. Particularly, I put the lua in both AssetBuilder project and also Scripts folder in my solution file. Reason for this is that when working in a group, there're people with different intuitions on this. My approach is to make them able to locate the file naturally with no extra costs. As long as these two files are pointing to the same file on disk. It's a safe and easy thing.
Getting to know more about lua is a good thing to me. The expression for me after the assignment is that it's a weak-type language with extensive friendly cross platform interface. It's also widely used in game industry so that's critical skill to possess. In our assignment, the building asset procedure is moved to a lua file which allows us to decompose the possible frequently changed code away from the structure code. It could be a very beneficial approach in real industry for avoiding conflicts.
The overall object for this assignment is 1. getting basic lua supporting set up, being able to call functions bidirectionally. 2. get familiar with vertex rendering procedure by alternating various parameters. Particularly, I put the lua in both AssetBuilder project and also Scripts folder in my solution file. Reason for this is that when working in a group, there're people with different intuitions on this. My approach is to make them able to locate the file naturally with no extra costs. As long as these two files are pointing to the same file on disk. It's a safe and easy thing.
Getting to know more about lua is a good thing to me. The expression for me after the assignment is that it's a weak-type language with extensive friendly cross platform interface. It's also widely used in game industry so that's critical skill to possess. In our assignment, the building asset procedure is moved to a lua file which allows us to decompose the possible frequently changed code away from the structure code. It could be a very beneficial approach in real industry for avoiding conflicts.
The function of the whole AssetBuilder project remains unchanged. It's a processor for incoming assets. The core of the process will be done in lua file in the future although it's now just ensuring the existence of the assets and target folder, then copying them over. Using lua for class is not only for preparing entering industry, it's a flexible tool that separated from the compilation process. In a real industry environment. Compilation could take painfully long. Changes in script language doesn't need recompile. Another reason could be there're situations when we want to control the number of staffs who would actually dig into compile code. People working in script language like lua could help on this tool.
Getting to know something new about how different graphic APIs work is always a pleasure. In my previous course, the concentration is basically on algorithm and concept related programming like ray tracing. This time I got a chance to look into more function-oriented side of graphics. The size of vertex buffer is something I didn't look into before. Allocating exactly as large as we'll use is a nice principle to keep in mind. I'm also looking forward to work with various memory buffer soon. The application of Depth buffer and Stencil buffer such as mirror effect can be super fun to me.
It's a pity that I didn't attend the class. It's apparent that I don't have too much to conclude for the materials on the course. Hopefully we can get the recorded class content online sooner or later so I can go over that remotely.
The time spent on this one is about 6 hours in total. Although this one is not exceptionally tough, it still broadens the possible routes we could run into in the future. More graphic stuff is coming soon I guess. By then I'm eager to vary the rendering process of two APIs more.
Here's a sample of my executable.
Getting to know something new about how different graphic APIs work is always a pleasure. In my previous course, the concentration is basically on algorithm and concept related programming like ray tracing. This time I got a chance to look into more function-oriented side of graphics. The size of vertex buffer is something I didn't look into before. Allocating exactly as large as we'll use is a nice principle to keep in mind. I'm also looking forward to work with various memory buffer soon. The application of Depth buffer and Stencil buffer such as mirror effect can be super fun to me.
It's a pity that I didn't attend the class. It's apparent that I don't have too much to conclude for the materials on the course. Hopefully we can get the recorded class content online sooner or later so I can go over that remotely.
The time spent on this one is about 6 hours in total. Although this one is not exceptionally tough, it still broadens the possible routes we could run into in the future. More graphic stuff is coming soon I guess. By then I'm eager to vary the rendering process of two APIs more.
Here's a sample of my executable.
assignment02.zip |