2023/2024 Golads
Over the past year, I have been dedicated to mastering the art of drawing and rendering the human head, widely regarded as one of the most challenging subjects in figurative art.
- - Drawing 2022
- and I had great progress in a small time with a consistent drawing for less than 3 months of human head drawing
- and I also made som staning poster of human head like the BadDead Redeption I mad for a conbinition beteween the seirie Breaking bad and the game Dead Redeption II
This year, I am excited to continue my artistic journey by focusing on the anatomy of the human torso, neck, hands, legs, and more. I am especially eager to tackle the challenge of drawing the human body in motion, as I seek to expand my skills and artistic vision. As with my previous endeavors, I plan to maintain a consistent level of dedication and discipline, committing to producing one drawing per day and sharing my progress through this blog.
And this is my motivation for this year goal
- -
As
a programmer in 2021-2022, I must admit it wasn't the best year for
me when it comes to programming.
I
found the Qt learning curve to be as difficult as C++, you can
find more in my post previews post “Big
Disappointing”
and
with my focus on completing my Bachelor's degree, I had little
time for personal projects.
However,
this year is a different story. I have two exciting projects underway
that I am passionate about:
The
first is a cross-platform store application using Qt Qml and C++ in
the front-end, and PHP and Qt MySql in the back-end.
With
this project, I hope to gain valuable knowledge about building a
product from the ground up, from UML to a complete application.
I
am planning to implement the MVC pattern and work with APIs to
streamline the development process.
The
application will have three front-ends - a Windows software, an
IOS version, and an Android version - and also a web-assembly
version, so I don't have to work with CSS and HTML
Most
importantly, I am excited to have some fun!
The
second project is a Rule-Engine Game Engine - a small game engine
built entirely in pure C++
The
engine is console-only at the moment, but I plan to add 2D
graphics soon using Qt Qml
While
I don't plan to develop my own physics engine, I am excited to use
the Bullet physics engine,
then
work on my own 3D render engine using pure OpenGL and some GLSL. I
may also consider using the Ogre engine.
Once
I have all these engines (Physics engine, Render engine, sound
engine...) in place, I can wrap them inside Qt QML and distribute
my game to Windows, Mac, Linux, IOS, and Android platforms with
just a little work.
The
best part of this project is gaining an understanding of how games
are made, but the worst part is the significant amount of time it
will take - more than a year - to learn it all. However, I am
hoping that the effort will be worth it. I will be sure to let you
know next year!
And
of course, I am still having fun!
This
is all my golds for the next year and I hop I can make them or at
less a few of them
I found the Qt learning curve to be as difficult as C++, you can find more in my post previews post “Big Disappointing”
and with my focus on completing my Bachelor's degree, I had little time for personal projects.
The first is a cross-platform store application using Qt Qml and C++ in the front-end, and PHP and Qt MySql in the back-end.
With this project, I hope to gain valuable knowledge about building a product from the ground up, from UML to a complete application.
I am planning to implement the MVC pattern and work with APIs to streamline the development process.
The application will have three front-ends - a Windows software, an IOS version, and an Android version - and also a web-assembly version, so I don't have to work with CSS and HTML
Most importantly, I am excited to have some fun!
The second project is a Rule-Engine Game Engine - a small game engine built entirely in pure C++
The engine is console-only at the moment, but I plan to add 2D graphics soon using Qt Qml
While I don't plan to develop my own physics engine, I am excited to use the Bullet physics engine,
then work on my own 3D render engine using pure OpenGL and some GLSL. I may also consider using the Ogre engine.
Once I have all these engines (Physics engine, Render engine, sound engine...) in place, I can wrap them inside Qt QML and distribute my game to Windows, Mac, Linux, IOS, and Android platforms with just a little work.
The best part of this project is gaining an understanding of how games are made, but the worst part is the significant amount of time it will take - more than a year - to learn it all. However, I am hoping that the effort will be worth it. I will be sure to let you know next year!
And of course, I am still having fun!



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