Session 59

Tightening up the graphics

We begin with a demonstration of our nifty new cloud development setup, which lets us build the game and run the game server using cloud-based computers. Then we attempt to add 3D lighting into the game, which necessitates reading vertex normals from OBJ files. A bungling misadventure in refactoring unfolds, leaving the game looking slightly more broken than before. But it turns out the real treasure is the conversations we had along the way. We discuss bad sci-fi tropes, cranky maintainers of open-source projects, the chaotic launch of Cyberpunk 2077, grindy open-world games, and why it would be great to be a one-trick pony.