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Developer Journal - 45 minutes, 35 seconds ago
A design for an indexed render queue - By Norman Barrows
A design for an indexed render queuedrawing information is stored in a drawinfo struct. it could also be hashed into an int, etc.the queue consists of an un-ordered list of drawinfo structs.the que...
Developer Journal - 51 minutes, 35 seconds ago
SIMSpace 8.0 dev journal entry #1 - By Norman Barrows
SIMSpace 8.0 dev journal entry #1SIMSpace 8.0 dev journal entry #1figuring out the basics.this will be the 8th major version of the game that got me into game development. In the past the game was...
Developer Journal - 1 hour, 7 minutes ago
AI in Caveman - By Norman Barrows
Caveman ai:ai in caveman has been through three major versions.the first version was just quick and dirty code to get things going. likeall code of this type, it quickly grew and evolved into an ug...
Developer Journal - 1 hour, 20 minutes ago
An oo-ish version of my typical game architecture - By Norman Barrows
An oo-ish version of my typical game architectureall one code block, i was too lazy to split it up for posting ! <g>. non-oo: void main{init_prog run_proguninit_prog}globals: boolean: quit_...
Developer Journal - 1 hour, 25 minutes ago
Building a large procedurally generated world with no load screens: How caveman 3.0 works. - By Norman Barrows
Building a large procedurally genrated world with no load screens:How caveman 3.0 works.======================================================================GAME WORLD DATA STRUCTURES:============...
Developer Journal - 1 hour, 33 minutes ago
Background terrain chunk generation - By Norman Barrows
background terrain chunk generationthe foreground task (the game) generates terrain chunks on the fly asneeded from underlying world map data, and stores them in a cache foruse by the renderer. chu...
Developer Journal - 1 hour, 41 minutes ago
Simple sliding collisions - By Norman Barrows
Simple sliding collisionssimple sliding collisions:for AABBs:1. start by calculating how much to move the player as usual:dx = player.speed * sin(player.yr)dz = player.speed * cos(player.yr)2. appl...
Developer Journal - 1 hour, 43 minutes ago
Simple heuristic collision avoidance - By Norman Barrows
Simple heuristic collision avoidanceHeuristic collison avoidance:1. check for collision some distance in front of the player (say 15 feet).2. if collsiosn is indicated:2.a. check for collision ahea...
Developer Journal - 1 hour, 46 minutes ago
a working definition of good code - By Norman Barrows
a working definition of good codeA definition of "good" code (in no particular order):1. correct - the code should work correctly.2. brief - brevity is preferable. but not at the sake of readabilit...
Developer Journal - 1 day, 3 hours ago
Rover and menu - By alfith
Hi,The papercraft Moon rover is finished Concerning my game, I do not have a lot of things to show but I have a working menu A lot of things are done but they are behind the scene. It is not visib...
Developer Journal - 1 day, 19 hours ago
Adding a skybox, collision detection and software cursor - By braindigitalis
Hi everyone!I've found some time today to make further progress on Firework Factory, adding three things as mentioned in the title:Added AABB collision detection of boxes and particles, so that the...
Developer Journal - 3 days, 23 hours ago
Demo - By invutil
I've uploaded a time-restricted demo of Economy Planner.<br /><br /><a href='https://www.dropbox.com/s/t66clq67y0mw747/EconPlDemo.zip?dl=0 ' rel='nofollow'>https://www.dropb...
Developer Journal - 4 days, 2 hours ago
Back to the beginning - By Finalspace
I am back! In my last post i have talked about using unreal engine 4 and such. Now after i have played a lot with it, i know for sure - this game can not be made with UE4 based on the gameplay mech...
Developer Journal - 4 days, 9 hours ago
Firework Factory - Junctions, Crates and Exits all playing nicely together - By braindigitalis
Hi everyone,Another day, another journal entry!Today I have integrated a bunch of disparate parts of the game together, and we are finally reaching the point where all the unconnected parts start t...
Developer Journal - 4 days, 16 hours ago
Demo - By invutil
I made a time-restricted demo of Economy Planner.<br /><br /><a href="https://dl.dropboxusercontent.com/u/109630018/EconPlDemo.zip " rel="nofollow">https://dl.dropboxusercon...
Developer Journal - 4 days, 18 hours ago
What's been up #1 - By invutil
I've found my old hard drive from 2010 in storage. Valuable historical game dev files were found. Inspiration for the zombie shooter.<br /><br />I'm noticing more patterns. I keep t...
Developer Journal - 4 days, 18 hours ago
Start of shaft mine, open pit mine - By invutil
<img src="http://ic.pics.livejournal.com/polyfrag/65498819/6254/6254_900.png " alt="opmine_fr000" title="opmine_fr000"><br /><img src="http://ic.pics.livejournal.com/polyfrag/65...
Developer Journal - 5 days, 5 hours ago
Adding machines to the level - By braindigitalis
Hi all,Today I have managed to add machines to the level layout. The machines are the producers of the crates in the level, as seen in the video of the 2D version with cute smiley faces on top and...
Developer Journal - 5 days, 22 hours ago
New Editor - 2 Days Progress! - By Migi0027 (肉)
So we all hate manually ajusting positions and such. "Ohh it should be 0.1 to the right, ohh well, better recompile.... Hmm no actually 0.05" and so on... So I decided I wanted to make an editor, o...
Developer Journal - 6 days, 21 minutes ago
MY PROJECT GOAL HAS BEEN REACHED - By TheComet
https://41.media.tumblr.com/5bcb72debd1fcf9312832b604b76ab69/tumblr_nihxj1f8jP1soj3fyo1_400.png http://i64.photobucket.com/albums/h173/SAdaydream/PickOfDestiny.gif
Developer Journal - 6 days, 39 minutes ago
Level Editor and Game GUI working! - By JordanBonser
I have just been implementing the two different GUI's for the Level Editor and the game project. Currently they aren't that impressive, although the Level Editor GUI does let you alter Entities pos...
Developer Journal - 6 days, 6 hours ago
Firework Factory - Level Loading - By braindigitalis
Over the past few days i have been working on two things within the game as shown in the YouTube video:https://www.youtube.com/watch?v=SP4j8kdIV7AThe first thing i have been working on is the input...
Developer Journal - 6 days, 8 hours ago
The Feature-fracturing algorithm - By eppo
Time for yet another rewrite of my CSG tool.Instead of going down the iso-surfacing road like earlier attempts, I now take a more boolean-like approach. This in the sense that I no longer convert t...
Developer Journal - 6 days, 10 hours ago
B-rep displacement mapping - By eppo
In an earlier post I was considering how to add surface detail to meshes generated by the boolean tool. Back then I ran a union operation on a base mesh and a series of smaller objects replicated...
Developer Journal - 1 week, 1 hour ago
Awesomium Library and a massive tidy up! - By JordanBonser
So I managed to get most of the awesomium refactoring done last night. I now have an Awesomium library that depends on the JBEngine library. the JBEngine now makes use of a IGUIManger object and I...


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