on Jul 20, 2011
The two projects make a nice contrast, and the fact that they are so different underlines one of my main points: We have not even begun to explore this technology. Ten more programmers could show up. launch projects of their own, and I doubt we’d have a lot of overlap. There are simply so many possibilities and so many approaches to building things. We have long since solved problems like pathing, bump-mapping and in-game physics, to the point where everyone knows how to do those things. But nobody can say definitively, “THIS is the best way to generate topography” or “HERE is the ideal system for making trees”. There is so much ground to cover and so few people working on it. (When compared to the number of people exploring the nuances of “crouching behind brown chest-high wall” technology.)
Shamus Young is an old-school OpenGL programmer, author, and composer. He runs this site and if anything is broken you should probably blame him.