Dynamic properties revealed
Properties continued from here.
Alright, as I promised in the last entry here is the full source for the property container I'm using. The core functionality of the prop::container is to map strings to values of any type. This is done using the templated get/set functions.…
Properties continued from here.
Alright, as I promised in the last entry here is the full source for the property container I'm using. The core functionality of the prop::container is to map strings to values of any type. This is done using the templated get/set functions.…
More Box2D integration
Continued from here.
Been busting may ass off for two days integrating Box2D into the Citizen engine. For most parts it's been successful. Although Box2D is very simple to get working, there are hundreds of small connections that need to be welded together.
The biggest incision …
Continued from here.
Been busting may ass off for two days integrating Box2D into the Citizen engine. For most parts it's been successful. Although Box2D is very simple to get working, there are hundreds of small connections that need to be welded together.
The biggest incision …
You'll have to excuse any weird typing today. My head is completely worn down by moving all weekend. I've evacuated my apartment and will be staying with the family for a few weeks. Then it's off to Stavanger, Norway for a two-month internship position. Awesome! [grin]
Integrating the properties
Read…
Integrating the properties
Read…
Here is another issue of Staaf's Irregular Weekend Updates. Digest with a glass of red and some soothing music.
After a discussion with my editor I agreed to try to cross-reference my posts if a subject carries over from one entry to another. So here goes nothing.
Vehicle and Obstacle components merg…
After a discussion with my editor I agreed to try to cross-reference my posts if a subject carries over from one entry to another. So here goes nothing.
Vehicle and Obstacle components merg…
My hardware decided to play nice with me today so I could work undisturbed. [smile]
Got some things done.
Wrapped up the optimization of text rendering
I continued to formalize the rendering of text. The initial DX rendering via DrawPrimitiveUP() has been changed to a DrawIndexedPrimitive() call. Sinc…
Got some things done.
Wrapped up the optimization of text rendering
I continued to formalize the rendering of text. The initial DX rendering via DrawPrimitiveUP() has been changed to a DrawIndexedPrimitive() call. Sinc…
Found a little time to code this weekend.
Worn down hard by hardware
I couldn't really code away to my hearts' desire because hardware failures kept interrupting my flow. My video card is cranky and when strained it likes to deadlock. Probably due to its cheap nature and the fact that there are no g…
Worn down hard by hardware
I couldn't really code away to my hearts' desire because hardware failures kept interrupting my flow. My video card is cranky and when strained it likes to deadlock. Probably due to its cheap nature and the fact that there are no g…
Citizen stuff
Smart pointer discussion continued in this entry.
Took a little time to replace the map collection of components in ComponentManagerBase with a boost::ptr_map.
Not much to say about it really since it worked right out of the box with some minor tweaking. I had to replace an array access …
Smart pointer discussion continued in this entry.
Took a little time to replace the map collection of components in ComponentManagerBase with a boost::ptr_map.
Not much to say about it really since it worked right out of the box with some minor tweaking. I had to replace an array access …
General stuff
Ah it's good to be back home in GameDev City. Been out in the wilds for too long and now my bones ache. Really, for a month or so it's been quite intense at school and all past time activities (like game dev, eating peas, etc.) have been on hold. Specifically I've been doing a lot of p…
Ah it's good to be back home in GameDev City. Been out in the wilds for too long and now my bones ache. Really, for a month or so it's been quite intense at school and all past time activities (like game dev, eating peas, etc.) have been on hold. Specifically I've been doing a lot of p…
There's been some setbacks with my development this week.
Off screen
First and most notably, the display for my stationary machine gave up its breath. It was very undramatic; I rebooted and then it was all black. Yesterday I confirmed that it wasn't due to a bad cable, the signal seems to be going th…
Off screen
First and most notably, the display for my stationary machine gave up its breath. It was very undramatic; I rebooted and then it was all black. Yesterday I confirmed that it wasn't due to a bad cable, the signal seems to be going th…
This has come up in a few places recently so I thought I'd dive into it myself. Up until now I've used the static runtime library for Visual C++ 2008 (/MT) with Citizen, for my own convenience and laziness. Less file dependencies mean less hassle in deployment.
Seriously though, I'm generally agains…
Seriously though, I'm generally agains…
I've taken the first steps towards better enemy movement in the game. Yesterday this meant rewriting the coordinate transform code of entities, and analyzing the vehicle component for how it should be designed in the future. I don't want to rush this but instead take the time to think through what …
I'm sad to report that my previous statement that the transition from XP to Win7 was completely without issues was slightly inaccurate. Nothing big really but my automated testing of Citizen in Visual C++ 2008 is causing some problems. More to the point, the testing works fine but the output to the…
For some time now I've worked on a draft of a backstory for the game. I thought I'd post some of the material I have so far, since some have asked what the heck the deal is with the name of the game. I hope this clarifies some of what I have in mind. Feel free to bash it.
Quote:The Voidfarer Chronic…
I have had some really mean weeks in school and as always when studies are concerned, you never ever really get done. There is always something more you can do. I've been working through the weekends and today I just felt I had to take one day completely off.
So I had a really long sleep in, then a …
So I had a really long sleep in, then a …
Right now I'm finding myself alone and abandoned at lunch at uni, so I thought I'd make some more comments on the release of P2. The reason I had to rush it was that I wanted to include a fresh official release in an application for a job this summer. So the the development had to be wrapped up ear…
The Voidfarer Chronicles: Citizen - Prototype 2 [Windows download]
Yep. This is it.
Ten months after the last prototype, P2 has finally arrived. The gameplay video above has been updated. If you haven't watched the work in progress since, here are a few things that have happened.
- New enemy behavior wh…
Another quick update of the WC. Changed the background layers to a starscape with dust clouds in front.
Current Citizen working copy download.
[Edit]
I have no idea if anyone actually downloads these. Maybe people want to see pictures instead?
[Edit 2]
There we go. [smile] All backgrounds hand-drawn by …
Current Citizen working copy download.
[Edit]
I have no idea if anyone actually downloads these. Maybe people want to see pictures instead?
[Edit 2]
There we go. [smile] All backgrounds hand-drawn by …
Haven't posted in forever and haven't got time to post properly today either. Work is speeding along on Citizen however and I'm closing in on a second prototype P2. I uploaded the current WC to the zip file location if you're curious. New updated pretty particle effects inside!
The goal for P2 is s…
The goal for P2 is s…
No Citizen talk today. I know it's been a while and I'll have some stuff to report soon.
I was reading gdunbar's journal entry on difficulty levels in games. He comments both Jeff Vogel's idea that games should always be simpler than you think, and Rampant Coyote's general beheading of difficulty sl…
I was reading gdunbar's journal entry on difficulty levels in games. He comments both Jeff Vogel's idea that games should always be simpler than you think, and Rampant Coyote's general beheading of difficulty sl…
One of the things I picked up while on the team was doing unit tests on written code. Mainly because the person I worked in pair with is sort of a TDD evangelist. He recommended me reading the book Test Driven Development By Example by Kent Beck, a good book which I've got half way through. I've fe…
Hey you all
Things have been turbulent around Citizen during the last couple of months. I was briefly working with a small team here who is developing new server software to handle even more massive amounts of players than we know today. They needed a demo game and didn't want to spend their time ma…
Things have been turbulent around Citizen during the last couple of months. I was briefly working with a small team here who is developing new server software to handle even more massive amounts of players than we know today. They needed a demo game and didn't want to spend their time ma…
So as predicted I haven't had time to write any more long in-depth posts about Citizen (I had a good thing going there for a while.) I still have made some progress though; mostly tweaks and adjustments to existing solutions. Most notably I've moved most gameplay settings to several XML files throu…
The semester is upon us. At the moment of writing I am a few hours away from the first set of lectures. For me this means that I'll have little time to spend on Citizen from now on. Because of this I spent most of yesterday trying to wrap up the work I'd done these last couple of weeks, tying up lo…
Another long post. There is a code treat at the bottom if you stay with me.
There are still a few days left before the semester starts and right now I'm trying to make the most of them. As I said in the last post I wanted to put the entity system aside for a while and work on A) gameplay mechanics a…
There are still a few days left before the semester starts and right now I'm trying to make the most of them. As I said in the last post I wanted to put the entity system aside for a while and work on A) gameplay mechanics a…
I've had a real productivity streak this past week and have been able to push forward amazingly with the project. Before I began the system rewrite back in May I disabled a lot of functionality and now most of that is reimplemented using the new system. I'm very close to being perfectly happy with …
I just had a run in with an annoying bug in Visual C++ 2008 Express. The intellisense database completely broke down on me and started showing namespaces that weren't even remotely accurate. In this particular case, shown in the picture below, it replaces my project namespace cn with some obscure m…
Thought I'd at least pop my head in and say hi. My posting frequency is at an all time low and soon another semester will be upon us all.
I've had some time to spend on Citizen and as always these days it's gone straight into the Entity-Component system. I feel like it never gets to where I want it.…
I've had some time to spend on Citizen and as always these days it's gone straight into the Entity-Component system. I feel like it never gets to where I want it.…
Added an internal profiler to the project today. I ended up using the Shiny Profiler (found at SourceForge) because it is lightweight, powerful and really simple to set up. It took me 30 minutes to get it to work, compiling included, and then another 30 minutes to get the results I wanted.
It uses s…
It uses s…
Ok I haven't posted for some time (one month to the day) so here's a recap of what I've been busying myself with.
On the boring side I've had to do some farming for that money-resource which pays the bills, at the expense of part of my soul. No however I have a few weeks off from it all, no school, …
On the boring side I've had to do some farming for that money-resource which pays the bills, at the expense of part of my soul. No however I have a few weeks off from it all, no school, …
Obstacles
Now handling of the inter-collisions between enemies is up and running, through an Obstacle component. It shares position, velocity and mass data with the Vehicle component. The data sharing within entities seems to be working perfectly which makes me very happy. Right now the collisions u…
Now handling of the inter-collisions between enemies is up and running, through an Obstacle component. It shares position, velocity and mass data with the Vehicle component. The data sharing within entities seems to be working perfectly which makes me very happy. Right now the collisions u…
Advertisement
Popular Blogs
Advertisement