Unfortunately my artistic skills are pretty poor and I have been trying with no avail for a while to create a simple character with walk and run animations. This would allow me to properly test the blending, introducing fade in/out values and blend points.
As the art has been taking me so long and I needed a break I decided to tackle some low hanging fruit( Double Buffering ). This was already partially implemented but could really do with some wrapping up in preparation for the next task after animation( GUI/Fonts ). I have now created a double buffer object that has two framebuffers and that object deals with switching between the two buffers and allows you to get at the Texture associated with them. Once the double buffering has finished rendering it is finally rendered to the default buffer to present to the screen.
Using this I have laid the foundations of some core GUI classes, the first being a GUI Layover, which is basically just a full screen texture like a HUD. User Interface design is such a large part of a game that I will be approaching this with a lot of care to try and create a flexible design that will easily allow me to create, draw and interact with the GUI components. Anyway I have been babbling on for too long here is the video:
Next few things are getting my artistic finger out and produce a model I can actually test some of this blending with properly. Could also potentially add sound into the engine as that is low hanging fruit as well.
Much more to come, hoping to get some done over the holidays in between the alcohol and merriment but it is unlikely.
Merry Christmas :)