I’m afraid this one got away from me. I wanted to talk about code reuse. So I decided to talk about the atlas texture I’m using. But then I needed to explain what that is and why we need it. And then I got dragged into asides about how I use my atlas and some theory about how texture addressing works.
So my two-paragraph aside is now an entire entry of information that’s not directly connected to the problem of generating 3D levels. I could send this mess back for another round of editing and restructuring, but then I’d have nothing to post this week and you would be sad.
I have made this longer than usual because I have not had time to make it shorter. – Blaise Pascal
I don’t know if this entry will hold up, but I think we can all at least agree that Blaise Pascal is one of the coolest names ever. My anglo-centric take on his first name is that it ought to be pronounced “Blaze”. Blaze Pascal! That’s practically a superhero name.
Anyway, I’m now making this overlong post even longer by complaining about the length. Let’s just Get On With It before I make everything worse.
Continue reading 〉〉 “Project Bug Hunt #4: Atlas”
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