Anyway, today's cool stuff, really cool stuff: I've been banging the OpenGL maze hack (it now has a web page! Well, it has had that for a while but it's not been linked to from anywhere...) I got the goddamned viewing transformation to "work". (I don't know what's up. (literally.) The up vector is 0,0,1, when it obviously should work when I say 0,1,0 - saying the 0,1,0 as the up vector turns the whole thing to horizontal state...)
I did some math: I succeeded in solving the really hard mathematical problem® ("if I stand at point (x,y), look at direction α, and walk d units forward, where (x1,y1) do I get to?") and that enabled me to make the walking routine AND the gluLookAt thing (though the 3d environment creation itself, it seems, and the viewpoint thing for some parts, is having more of the quality of the concept "buggy" than we usually say...)...
Here's a screenshot! I know, it doesn't look like much yet.... yet.
I need to make the walls cooler, implement collision detections, textures, atmospheric effects/fog, culling of faces outside player's viewing range, and so on... Ack, maybe I first make the thing actually work at some basic level... =)
PS. Oh, yeah, forgot: I dumped GLUT and switched to SDL. Hm, is there an object-oriented C++ wrapper for it somewhere?
PPS. Yeah, gnuplot really is a handy debugging tool (used it to debug my walking paths using the calculator thing when the view didn't work) - get it today! =)