English-wise I prefer CreateBrush than BrushCreate, otherwise I have to adapt to the language rather than the other way around.
Nice to hear about shaders too. I think he's taking the right approach with the lots of adjustable small-bits-of-shaders-joined-together type of approach, which is what the GLSL language pretty much implies by its structure.
What I want to know is what object organization method is going to be used in Max3D? Binary Space Partitioning? Quad-trees? Octal-trees? And also what about collision detection?
Nice to hear about shaders too. I think he's taking the right approach with the lots of adjustable small-bits-of-shaders-joined-together type of approach, which is what the GLSL language pretty much implies by its structure.
What I want to know is what object organization method is going to be used in Max3D? Binary Space Partitioning? Quad-trees? Octal-trees? And also what about collision detection?