so, here is my issue:
I had made my game project.
it kind of sucked as a game, granted.
no one cared, and no money was made.
now my ideas and motivation to work on it have largely run flat as well, few new ideas, fewer still that I feel motivated to work on.
spent a while working on video stuff, managed to get a specialized codec up to passable bitrate/quality.
bitrate/quality is worse than mainstream video codecs, but compares favorably here to many other low-complexity VQ based codecs, and can be used for recording full-screen video in real time both on my current main PC and also pretty good on an 11 year old laptop.
I was actually left considering trying to encode video on an ASUS EEE 701, except I seem to have misplaced the thing.
extrapolation gave a good solid "maybe" as to whether real-time encoding could be done on it (basically, seeing if 800x480 could be encoded real-time on a 630 MHz Celeron).
but, motivation fizzled, and there wasn't really much left that really needed to be worked on with this.
it basically achieved design goals (all that would really be left would be fine-tuning for supporting decoding to BC7 partitioned-mode blocks).
then, stuff has gone in a more pointless direction...
I also sat around recently and wrote a basic software rasterizer, with the goal of basically using it as a limited function OpenGL 1.x implementation. the OpenGL API layer hasn't been fully implemented, but it gives "reasonable" results for straightforward rendering tasks (simple rendering test-cases often in the triple-digit fps, on a 3.4GHz CPU, *).
*: it can also do 80-90 fps doing a "console" test, filling a 1440x900 image with 8x8 pixel textured triangles to draw characters. but, if drawing a single big triangle or quad, it can do ~ 250fps for a 1440x900 big textured quad, and ~ 400 fps at 1024x768 (and ~ 900 fps for flat-color fills).
it tries to gain speed mostly by cutting a lot of corners, like for example only supporting NEAREST and NEAREST_MIPMAP_NEAREST filtering, ... and would probably skip out on supporting a bunch of stuff I have pretty much never see used. is also tries to gain some speed via hard-coding a lot of "common-special-case" spans-drawing loops, and mostly using fixed-point and pseudo SIMD (where SIMD is faked mostly via packing multiple values into integer registers).
little to say how it would hold up in an actual game though. the big risk is mostly that a game may potentially have a lot of overdraw, or may draw a lot of geometry which falls outside the special-cases. the goal may be to eventually test using it with Quake 2 or similar (once the OpenGL layer is basically implemented and similar).
but, what people I know basically somewhat express hate on the idea...
basically, people being like "but Mesa already does software rendering!".
it is already established that it is most likely a software GL renderer is pretty much useless though.
vaguely related to the above was sitting around trying to write a basic Windows emulator, where in this case most of the effort was going into basically hacking together some basic mock-ups of basic Win32 DLLs (kernel32, gdi32, ws2_32, ...), which at this point consist almost entirely of stubs (basically, implementing functions when the program dies and helpfully gives a message which Win32 API function was called...).
it is also running in an x86 interpreter/emulator, so in this sense is technically a little closer to something like DosBox than it is like something like Wine. (also, the x86 interpreter itself runs a subset, limited pretty much entirely to Ring-3 32-bit PMode and a 486-like ISA). the PE/COFF loader is also basically built-into the interpreter.
the core libs were being rewritten partly both because the Wine libs wouldn't fit very well on my x86 emulator, and also because I am not particularly wanting the core machinery to be stuck with GPL or LGPL (probably, I will use an MIT license).
also, it is limited to a small subset of the Win32 API (+ GL), mostly because, seriously, I can't possibly, nor am I trying, to re-implement the entirety of Windows (and I also largely consider DirectX and .NET to be somewhat outside the scope of such an effort).
people don't seem to get the idea that it is not the goal to try to recreate the entire OS nor to have any world-changing or community building or whatever. (the initial goal would more be something like being able to run things like MinGW and GLQuake and similar on the thing...).
but, yeah, also a lot of hate over this one, and once again, it is already established that this stuff is probably pretty much useless...
I am like, "I feel like doing this stuff, I will do it", unless something better or more interesting comes along...
like, this stuff is new for me, I haven't personally done this stuff before, so it seems like something to do, and everything I am doing pretty much all seems to be a waste of time anyways, so not like it can probably be all that much worse off on this front...
thoughts / comments?...