So I implemented the ability to add vertices, and also worked out how to make a tool for adding polygons on paper. I'll work some more on this later.
Oh, I also got snap to grid implemented. You like snap to grid, don't you?
Link of the Day: Darque Dungeon. Only some of you will get the musical refer…
Oh, I also got snap to grid implemented. You like snap to grid, don't you?
Link of the Day: Darque Dungeon. Only some of you will get the musical refer…
I knocked together part of the in-game level editor. Unlike the normal game, the display of the editor is not in 3D. This is for two reasons -- one, I am very lazy and don't want to take the ray-intersection code from the old editor, and two, I think it looks much better to display it in kind of a …
Since HopeDagger told me the other day to make with the updates, here's one for you: I've been working on the UI system for Afterglow. It takes quite a bit of time to do it properly, but hopefully soon I'll give you some screenshots of the game running with a proper HUD.
It is still crunch time at w…
It is still crunch time at w…
I added mouse control back into Afterglow and now you can look around while moving. It doesn't feel as good as the older game did, so I'll need to do some refining on the controls.
What's next? Unfortunately, probably not much for awhile as I have to fix up my previous term paper. I'll be doing that…
What's next? Unfortunately, probably not much for awhile as I have to fix up my previous term paper. I'll be doing that…
I've been working on the UI manager for Afterglow. Unlike Novarunner, you won't position everything in a UI manually, but hand it to a layout manager (similarly to WPF).
Hopefully, this means I can define a UI in data and quickly iterate on it. I'll put up some screenshots once I write the rendering…
Hopefully, this means I can define a UI in data and quickly iterate on it. I'll put up some screenshots once I write the rendering…
This took way too much forethought but now you can rub up against walls like in the original Glow. Maybe soon you'll see some actual game content.
I doubt it, though, we're still in crunch time. I'll work as much as I can, but I'm doing this entry during a quick compile break.
It's worth telling peop…
I doubt it, though, we're still in crunch time. I'll work as much as I can, but I'm doing this entry during a quick compile break.
It's worth telling peop…
Here's a screenshot of two 'rooms' coexisting.As for the car hunt, I've narrowed it down to a 2009 Lancer or a 2008/09 Impreza (used versions of both are completely open to purchase, provided I can find 'em). Anyone got any experience with either machine? I've talked to owners of both, and naturall…
Just so it doesn't seem like I fell off the face of the planet, I added a second room to the Afterglow map and have been working on collision.
I'm really happy that it worked the first time I added another room! Usually when I go from "one of something" to more than one of something, it breaks. Not …
I'm really happy that it worked the first time I added another room! Usually when I go from "one of something" to more than one of something, it breaks. Not …
So yesterday I wrote all of the code to finally finish the whole map loading, compiling and rendering step. It even does normals!
I don't have any textures set on it (though they work, I need to fix it a bit before I can get it the way I want), nor do I have the normals and lighting configured prope…
I don't have any textures set on it (though they work, I need to fix it a bit before I can get it the way I want), nor do I have the normals and lighting configured prope…
Working a bit on rebuilding my map stuff. I really should've never written it the way I did in the first place. Never fear, though -- once this is done, one of the major obstacles in the project plan will be out of the way and I can start generating sexy screenshots instead of tearing out the guts …
Yeah, so, I didn't actually get any real work done yesterday.
Helping out "just a little" with house renovations suck.
To compensate, here's something going really fast.
Helping out "just a little" with house renovations suck.
To compensate, here's something going really fast.
I did a bit of work on the camera system to make it smoother, and also returned the sprite system to the way it was in Glow.
The next big task is to take the map editor's internal code and transfer it to the game; this means making the map serializable. Then I have to load it in the game into vertex…
The next big task is to take the map editor's internal code and transfer it to the game; this means making the map serializable. Then I have to load it in the game into vertex…
A character animating, just like I promised.
Unfortunately, the camera isn't quite working at the time, and there seems to be some nasty sampling issues going on with that sprite, but it shows that my entire actor infrastructure is up and running, which means that it's only a matter of time before I…
Unfortunately, the camera isn't quite working at the time, and there seems to be some nasty sampling issues going on with that sprite, but it shows that my entire actor infrastructure is up and running, which means that it's only a matter of time before I…
I'm still working on the rendering system, so that I can get something up on screen. Initially I assumed I would just write a series of nasty hacks, but then I decided I didn't want to unwind all of those hacks like I did with Novarunner and still end up with a lot of junk.
Probably by the end of th…
Probably by the end of th…
I've been doing a bit of work on the animation system and the bugfix list to make sure everything is up to date. It seems that some spambots have registered on the bug tracker, so I temporarily disabled signups. If you want to report things that are wrong with my software, let me know and I'll rig …
Dear Retards,
Please jump down to the section that relates to you. However, if this letter targets you, you are too big of a degenerate mouth breathing shitcock to be able to read. So have your state-appointed handler read it to you after strapping your hockey helmet and mouthguard on so you don't b…
Please jump down to the section that relates to you. However, if this letter targets you, you are too big of a degenerate mouth breathing shitcock to be able to read. So have your state-appointed handler read it to you after strapping your hockey helmet and mouthguard on so you don't b…
I've been working on a representation-independent serializer. The first task was to develop a way to go from XML to the serialization tree.
I build up a TinyXML serialization tree, then convert it over to my native representation recursively. It's incredibly slick, although I worry about performance…
I build up a TinyXML serialization tree, then convert it over to my native representation recursively. It's incredibly slick, although I worry about performance…
I've been working on the message handling component. It's weird, because it sort of breaks componentization by requiring you to pass all of the Actor's components to it. Why not just write a convenience method? I'm not quite sure.
Anyway, once that's done and dusted I can make the actors run around …
Anyway, once that's done and dusted I can make the actors run around …
Seeing as almost everyone else seems to be getting juicy front-page love, I figure I should start posting in this thing again.
Unfortunately, I have no pretty screenshots as I'm still working on the infrastructure for Afterglow. I started work on the component system today, and ended up with a few r…
Unfortunately, I have no pretty screenshots as I'm still working on the infrastructure for Afterglow. I started work on the component system today, and ended up with a few r…
Still working on the asset system (I can load sprites!) so pretty soon I'll actually have something.
I have to drag the map code over from the level editor, and then work up my motivation to proceed again. I think my burnout is lifting, but it wasn't exactly at a small personal cost. But nobody care…
I have to drag the map code over from the level editor, and then work up my motivation to proceed again. I think my burnout is lifting, but it wasn't exactly at a small personal cost. But nobody care…
Went to a Microsoft .NET event today -- got some free stuff, although the content was mostly either stuff I'd already heard about VS2008 or web stuff I don't really care about. I expected them to go over Silverlight.
I did run into Moe and Tape_Worm, though, and they're always nice to be around.
Afte…
I did run into Moe and Tape_Worm, though, and they're always nice to be around.
Afte…
I worked a bit on the console layer for Afterglow today. It might not sound impressive, and that's because it isn't.
Later I'll get back to drawing maps and shooting stuff. Can't wait to make some real traction on this.
If you're looking for progress, why aren't you already over at Steve's journal tr…
Later I'll get back to drawing maps and shooting stuff. Can't wait to make some real traction on this.
If you're looking for progress, why aren't you already over at Steve's journal tr…
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