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Chroma and OpenGL

If you haven't noticed, I've been hiatus for a few weeks working on other projects -- mostly the content systems for http://www.deninet.com. In that time, I've been trying to figure out just where this project is going and how it's going to work.

Since my clash with Bezier mathmatics, I've come to the conclusion that it's time that I change as a programmer. I think it's time for me to stop writing my own drawing algorithms and adopt a standard.

That standard just happens to be OpenGL.

It helps that I bought a wonderful book on the subject 2 weeks ago. I've been reading it novel style, with wild-eyed optimism.

The concept of Chroma, as it reads on the site description, is a 2D anime rendering system. The core of which is a markup language used to define scenes, animation, and whatnot. The latter will stay, I'm no so sure of the former.

The real idea behind chroma was to build an engine a top this markup language via pluggable classes that are compiled into the engine. This way, new markups can be created, and the markups themselves are relatively independent of the front end. What I mean to say is that by writing your own plug in classes, the language parser can be used in any type of engine.

What and how the front end of the engine is -- 2D layers, or 3D polygons, is something that doesn't matter so much yet.

Posted by Solstice 2002-04-12

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