Last year I looked back at 2011 and made some predictions. I thought it would be good to take a look back at this year and see how I did on those predictions.
2012 was definitely the year of rendering. I had a vision for the look of my game and my biggest accomplishment this year was taking the first screenshot that actually looks like that vision.
I learned a ton about rendering this year. I've never been a rendering guy mainly due to my non-love of math, but I figured it all out, so if you don't love math, there is hope for you. I changed from a forward renderer to a deferred renderer with support for soft shadows, multi-pass materials, gamma correct ADS lighting and a fancy hardware-powered particle effects system. The terrain got a new high resolution mesh, new procedural texturing and static geometry decorations. On the non-rendering front I learned about stored procedures in MySQL while building a complete double-entry accounting system, added sound effects and music, combat, some important game UI screens, and a cool loot system. I also bought or built almost all of the 3D assets I'm going to need.
145,821 Lines of C++ code
3,015 Lines in largest file glfunctions.h
809 C++ files
520 C++ Classes
425 Items in the "what did I do this week" log.
157 UI Files
54 Checkins to Mercurial
46 Blog Posts
11 Custom Tool programs
9 Facebook Likes
6 Server programs
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