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ps2 development

started again into ps2 development at home. i still am itching to write an implicit surface modeler. in fact, this project has been looming at the back of my mind for going on 4 years now. there are quite a few good libs out there for doing the drawing side of stuff, which should allow me to get the actual structure up and running pretty fast. after that, i intend to move onto getting the surface tessilation running on the VU's. then i can take all the time to get into the actual render side stuff working on a renderer (or taking apart the library that i am going to try to start called ito).

the other night i was talking to marek and i told him that i was nostolgic for insomnia. to which he noted that i was probably thinking about the state where i want to stay up late at night working on something interesting. the state of being interested. given the kind of things that i was working on the last couple of weeks at work, it is no suprise that i felt that way. fortunatly for me, work is now back to being interesting, which is a very good thing.

Comments (3)

charles:

ooohh, implicit modelling is fun. I interned for a small company in Seattle two summers ago writing a mesh deformation application using implicit modeling techniques (using the geometric skeleton of an object). What sort of implicit modelling are you planning to do?

metaballs to start. points using a simple physics system. some people are working on a TCP/IP stack for home development. i intend to write a winamp plugin that will drive it using visualization values. that way i can play mp3's and get shiny's on my TV.

violet:

you haven't posted in sooo long. work must be going well.
i was just thinking about you and decided to say HELLO!
hope all is well.

vw

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