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BrainfoldBy Knarkles      

Blog at http://www.brainfold.org/blog/.

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Friday, December 28, 2007
I also bought Fundamentals of Game Design by Ernest Adams and Andrew Rollings for myself, and so far it looks good. Inspired by the book, I finally wrote a very rough concept for Red Nebula and its first milestone:

Red Nebula is a sci-fi strategy game of the 4X (eXplore, eXpand, eXploit and eXterminate) genre.

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Friday, December 21, 2007
I know, I know. I was going to continue working on resource management or the renderer plugin, but then I got seduced by Pyglet. I wrote a Pyglet window manager plugin for the engine, and I’ll have to say that I love it!

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Wednesday, December 19, 2007
I’ve been lost on another side path for the past few days (and being lazy on purpose as part of my Christmas holiday ;) ), but hopefully this is the last one on my main path of producing something I can actually show you, my valued readers! …and something I can play with myself. Oh, I haven’t told about my main path? My roadmap for the near future is:

1. Implement resource loaders
2. Get the renderer plugin working again
3. Start writing scene management
4. Start writing Red Nebula

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Friday, December 14, 2007
As I was finishing high level design of scene management, I realized it was starting to resemble the Model-view-controller pattern. The (hopefully) more or less final design is sort of a hybrid of the alternatives I already presented.

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Tuesday, December 11, 2007
Yesterday and this morning I’ve read a lot of material on various topics related to scene management, rendering and a host of other subjects. TomF’s Tech Blog was especially useful with rendering. I think I now have a relatively good idea about what I need in scene management and what features it should have. However, at the moment I’m torn between two designs, which are roughly equal to the first and third alternatives in my last post. I wrote small and rough examples on both to illustrate, and input would be really welcome at this point. The example is a space ship with an AI, a rigid body for physics, an audio source for positional sound, a particle effect for the engine and a turret, which in turn contain its own AI.

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Monday, December 10, 2007
I’ve been doing some research and brainstorming for both the engine (still without a new name) and Red Nebula. I’m trying to design a new scene management package for the engine, including a new renderer. What’s certain at this point is that it’s going to be based on entities with components.

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Saturday, December 8, 2007
Three days of training capoeira behind, one left (tomorrow). It’s starting to feel quite exhausting, but has been really fun too! That’s also the reason I haven’t updated in a while, and haven’t made much progress either. But I’ve done a bit…

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Monday, December 3, 2007
Teasers! Red Nebula will be 3D, it’s going to be a long project with no clearly defined “finished” state, and I’m going to develop it incrementally, with ever-increasing scope and detail. As long as I’m interested and have faith on it being fun, that is.

Read the rest at my new blog.

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