Hmmm... Yes, it's tesselation but basically there was this nifty algorithm to actually use tesselation with some additional magic to increase the so called approximation of a sphere to actually make it look better. Currently just can't get my head around the name, I'll pop the name here if I ran into it. Since it's bother me like there's no tomorrow.
I have to dig through the DBF resources if I can find something cool to use since it seems to contain loads of interesting libs/addons to use.
I have to dig through the DBF resources if I can find something cool to use since it seems to contain loads of interesting libs/addons to use.



), since we've done that numerous times already when programming games. Any help concerning the general structure of demo, what it should contain (like what components programming wise) etc. As far as We've understood, the compos are pretty much hard coded from start to the end, for the sole purpose of the demo. So I'm guessing we should stop thinking of trying to build as reusable code as possible and just start chunking stuff together..? 