I happened to be looking at Koders.com today and stumbled across the project summary page for OGRE, which has some really interesting stats. Particularly eyebrow-raising was the estimated development cost based on KLOC metrics - not a super-accurate estimating tool by any means but it’s the kind of metric many people use to estimate cost in the absence of anything else. Based on that, everything that’s in the OGRE CVS repository would have taken 683 man-months and cost 3.
Well, I’m feeling quite a bit better about the progress I’m making this week on work projects. I had a breakthrough on Monday morning which helped to start the week off well, and since then I’ve been happy at having visible progress each day. I can’t show you what I’m working on unfortunately because it’s for another company - perhaps after they’ve gone public I’ll be allowed to link some screens.
I’ll try to resist saying I told you so, but despite the debate in my previous post, Ballmer (Microsoft) and Levy (Novell) have pretty much confirmed that much of the recent agreement between them was to a significant degree about technology patents, of which I bet a significant amount is .Net. Ballmer is basically saying that Novell and its customers were using Microsoft technology and Microsoft shareholders deserved to be compensated for it.
I don’t particularly follow motor racing (or much sport at all in fact), but something pretty incredible happened last weekend - Andy Priaulx, who hails from and indeed still lives on the same tiny little island I do, won the World Touring Car Championship for the second time in a row. That’s an amazing achievement and although I’m not a sport fan, it’s fantastic to see someone from our neck of the woods doing so well on the world stage.
I thought I’d write a little about my thoughts about the 2 most recent PC games I bought - both happening to be RPGs although the style and age of the titles being quite far apart. Star Wars: Knights of the Old Republic This is an old game that I never had time to pick up at the time it came out, but eventually caught up with. It’s an excellent game, there’s no doubt - among the best RPGs I’ve played.
It’s been one of those weeks where every task seems to have taken longer than it should. When I look back at the week, I can see there has been some progress and I’ve certainly been chipping away at quite a lot of things, including general OGRE issues, a few Eihort tests & fixes, the contract project I’m on, and I even did a morning with my ex-employers since they needed a little urgent help.
Quite a few things happened in the last week with regard to enterprise software development - whilst I don’t do that full-time anymore I still like to keep abreast of events, and this week was something of a doozy. Firstly, Java has started to become open source. There was some initial surprise that Sun chose to use the GPL rather than a custom-built license like so many others do, but it makes complete sense given that one of their targets is just to get Java distributed with as many Linux distros as possible.
I kept meaning to spend some time doing more testing of the new texture shadow rendering techniques I added a week or so back, so took a little time yesterday and this morning to do that. But. as part of it I started implementing a more generic lighting shader so I could integrate a number of techniques. Our example shaders for normal and offset mapping deal with point and directional lights, but not spotlights, so I decided to add that in as well as dealing with several lights & their shadows in a single pass.
I just read the Eurogamer coverage of the Japanese PS3 launch, where the acute shortage of units has led to many shops running a ‘lottery’ system - basically if your number is picked out of a hat, you get to buy one (and which edition you get - 20Gb or 60Gb - is determined at random). Am I the only one thinking that this situation is just totally bonkers? How did we get to this stage?
I’ve broken my new working rules again (since it’s the weekend) and spent most of today doing some last-minute bugfixing / patch reviewing ready for the next Dagon maintenance release tomorrow. It’s been our usual 6 weeks or so and quite a few things have built up so it’s definitely time to get them out the door. Most of today was tracking down an elusive XSI exporter issue when combining skeletal and pose animation and overlapping animation clips in the mixer - a tricky one that but it’s ok now.