That said, the programming project? I sense that we may only be able to squeeze the bare minimum in (if we're lucky). The amount of time that my other teammates have to actually do their work on this project is quite low.
Throwing them under the bus? ...maybe. They had also assumed we would be able to combine two divergent methods of graphics platform programming (DirectX, OpenGL) in a couple of days, which was sent aside due to the inability for Shared libraries to have define blocks for projects referring to them.
So far input is going smoothly, along with translating everything over to the DirectX side. The frame rate chugged at first, but it seems that enough extra buffer swaps actually fixes it. Why? Not sure.
At this rate, this will probably be the extent of how much content we can get in the game:
Do I feel confident in my teammates' abilities to pull through and bring something worthy for the presentation on Wednesday? Seeing as this is Monday evening...nope. Hopefully this won't turn into a painful lesson for the group about proper time management. As for me? The faster break starts, the better! I've got some brushing up to do on advanced lighting and whatnot.
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