Well, for me 2006 certainly didn’t begin with a bang, it was really more of a quiet ‘frrp’. I’m finally recovering from this flu which has hung on well beyond it’s welcome, and starting to get back into doing something productive even though I can feel that I’m still not firing on all cylinders. I’ve mostly been fixing a few issues in pose animation, raised by people who have jumped in on the Dagon CVS copy to play around.
I’ve been a long user of STLport, a portable implementation of the STL because the STL implementation in VC6 and VC7.0 has horrendous bugs, especially over DLL boundaries. Hence, I’ve never had a good opinion of Microsoft’s ability to implement the STL well (or rather, Dinkumware’s since MS just licensed it from them - but I like to point the blame at the person that took my money, personally ;)). VC7.
There’s literally nothing to report here since I’ve been completely floored by one of the worst cases of flu I can remember having; it’s been almost a week now since I first started getting symptoms and apart from moving about (2 days throat problems, 2 days chest infection, 2 days sinus problems) it really hasn’t budged. The last few days have been the worst of all since my entire head feels like it’s been packed with that slowly expanding foam you use to seal window frames - doing anything at all hasn’t been pleasant so sleeping has been the only feasible passtime to be had.
Curse you, viral organisms of all kinds. Somehow you can detect an upcoming holiday and marshal your forces to strike at the very moment it’s most irritating. You never come up when there’s a meeting I want to get out of, do you? Typical. I can’t focus on anything logical right now so playing with VS 2005 is going to have to wait, and it looks like that champagne we were given which was earmarked for tonight is going to remain unopened unless I start feeling a hell of a lot better in the next 10 hours.
Visual Studio 2005 Pro arrived today, a little earlier than I’d been warned it might be, and just in the nick of time to fall within the year of it’s name. I’m now in the process of switching wholesale to VC++ 2005 for all my development. I had to update Visual Assist X, which now requires a yearly fee to get updated versions, which is not unreasonable considering it’s a great product, and the fee isn’t huge (a tenth of the price of VS itself).
I received a parcel yesterday containing some new OGRE Goodies from CafePress - 2 T-shirts and a mousemat. My old OGRE mousemat was getting tatty so I figured it was time to get a new one, with the new logo we’ve had since 1.0, and that I should replace the previous style T-shirts I bought mainly to publicise OGRE at the GDC just over a year ago. I was very pleased with how the mousemat turned out especially, very high quality - although having a white background it will undoubtedly get grubby rather quick.
Well, xmas came and went with it’s usual rapidity, but I’ve been taking a few days away from OGRE to perform the traditional xmas rituals - eating too much, visiting relatives, and playing with new toys. Here’s my thoughts on a few of the latter. Call of Duty 2 Now that I’ve resolved the problem with that ‘genuine-customer-enjoyment-protection’ software SafeDisc, Call of Duty 2 is working great (many thanks for the link zeroskill, it saved me some time) so I’ve spent a little time playing that.
First of all, before I begin another rant, let me wish everyone a merry xmas. I’ve had a good one, hope you all have too. Now, onto the rant. One of my xmas presents this year was Call of Duty 2, which I was quite looking forward to playing. Unlike most of the rest of the world, I haven’t played any WW2 FPS’s in the last few years (including the original COD) so for me it was going to be something new.
Well, I may be a complete XSI v5 fanboy but I’m very impressed with what the Blender project has achieved this year. Blender 2.40 appears to sport some very serious improvements, especially in the animation arena, kudos to them for that. They’ve clearly benefitted from the Google Summer of Code which was a superb initiative (which no doubt curdled Microsofts milk) that I hope they repeat next year - we had a couple of candidates but the places were filled so fast it didn’t happen.
I’ve just been adding some additional point rendering options to OGRE, specifically to allow hardware point sprites as well as more control over point sizes and their attenuation. Firstly, there was the problem that D3D and GL differ on how exactly to specify point sizes, but some creative mapping has resolved that (I decided on pixel size when attenuation is disabled, and viewport-relative size when it’s enabled, which maps nicely to both 3D sprites and to normal points).