Hey, I am not the developer here, but, If I knew what I was doing, I would not make it harder on myself. (as I mentioned before I want at least basic physics working before I am comfortable enough to mess with DB3, and we are just still doing basic graphics?!
)
Yeah, I'm not super good at that

If this were a professional game/program with a budget and investors and all that this would be a terrible business model. As it happens, it's more that I (often) get fixated on interesting programming/math problems, and if they tangentially relate to DB3 so much the better. I'd be concerned about over-polishing/shoot-the-engineer type issues except there's obvious forward progress, if just rather slow (the linear algebra in Azimuth, the DNA module, and the unit testing framework are 'done').
I'm presently working mostly on physics. When I get tired of that, I do play around with the graphics. I'm kind of working on the ellipse problem right now. For skew transformations, it looks very wrong (see picture. The border doesn't look like it has uniform thickness ).
Related: I am doing c# in school right now. So, I might worm up to c# enough to actually help with the code. No promises though, I am not going to sit there and figure out when Numsgil wants to paint quads and when he wants to paint ellipses.

I think I am just going to write the shader off as Numsgil-only code, since the skill set to effectively work on it is just too broad (C#, XNA, HLSL, and strong ability with computational geometry). Actually, I am having a very hard time coming up with tasks which are interesting (ie: not just thinking up test cases for unit tests) and that don't require very strong math skills (eg: numerical analysis, linear algebra, computational geometry, etc.), which makes farming out tasks difficult. It also makes the tasks interesting to me and I sort of want to do them myself the more I explain what I want
