Springport, MI
Information and media regarding our current project.
Things are going pretty smoothly. The terrain system is working well and I'm finishing up implementing the collision detection system.
At the moment I have a single class, named CollisionManager. It has two methods: ObjectTerrainTest() and ObjectObjectTest(). I use them like so:
At the moment I have a single class, named CollisionManager. It has two methods: ObjectTerrainTest() and ObjectObjectTest(). I use them like so:
for(int Index = 0; In…
Nothing to report tonight as I worked all day and have been playing WoW since I got home. However, I thought I'd point you guys to Moosader's OpenArt Project. She has some really nice art up for free (you can kind of see an example of it in the picture I posted in my previous entry.)
Back to WoW; gn…
Back to WoW; gn…
I've been working on implementing a tile engine that is flexible enough to be able to use across genres and dimensions. It's going pretty well so far. I haven't had much time to test it, but on paper it seems to do what I want.
This is a test of the new viewport system (previously the camera system,…
This is a test of the new viewport system (previously the camera system,…
I didn't have a lot of time to work on BGW2 today, but I did manage to improve some of the code, fix a few bugs (mainly rotation issues), and added a game-over scenario.
I also implemented dropped-blocks stats (mainly for debugging and ensuring that randomization is at least decent.)
Blocks Gone Wild…
I also implemented dropped-blocks stats (mainly for debugging and ensuring that randomization is at least decent.)
Blocks Gone Wild…
I'm still alive and kickin'. The original Blocks Gone Wild was up as IOTD the other day, which inspired me to whip up Blocks Gone Wild 2:
Blocks Gone Wild 2
I'm not finished yet. I have to finish implementing all of the collision detection. I also need to play an official copy of Tetris to see how a …
Blocks Gone Wild 2
I'm not finished yet. I have to finish implementing all of the collision detection. I also need to play an official copy of Tetris to see how a …
First Logo Concept
by Elizabeth Robinson
Second Logo Concept
by Elizabeth Robinson
These are the two logo concepts that my friend Elizabeth drew. I'm thinking we'll go with the second one, but I'm going to wait until the second is finished and I have them in front of me.
Nothing new coding wise right no…
I'm currently working on several stand-alone components, including a SlimDX based GUI, a console system, and an animation library. Consoles are pretty much my favorite thing when it comes to any game (thus why I prefer PC games to over console games), but most newer games either don't offer one or …
Well, this is my last update from this house. Hopefully we'll be able to get the internet up and running at our house soon, but it all depends on funds. I'll post an update when I know more.
[Update]
Just a quick update; going to order DSL tomorrow. I wanted cable, but for some reason they run 8+ mil…
[Update]
Just a quick update; going to order DSL tomorrow. I wanted cable, but for some reason they run 8+ mil…
Wow, it's been a little while. I just wanted to pop in and say I'm still alive. I've been really busy between working and trying to get the house ready to move into, which we'll (hopefully) be done doing tomorrow. So, I should hopefully be returning on a regular schedule here in a short while.
Just thought I'd pop in with a quick update to let you know I'm still alive. We got the awesome news today that our offer for a house was accepted, so in about 3 months or so we'll be moving in there. Until then we're going to be doing some renovations. Luckily we got the house for $20k, so we've g…
I made a little foray into 3D yesterday and thought I'd post the results. MD2 seemed to be the easiest model format, so I went with that; wasn't until after I was done that I figured out how hard it is to find MD2 models (especially since polycount has been down for an eternity and I keep running i…
Just a quick update before bed. I've been working on improving the camera system as well as adding some features. Mainly, I wanted a "display area" property that can be changed at runtime and some methods for points back and forth between screen and map coordinates.
Here's a screenshot of a test I w…
Here's a screenshot of a test I w…
First off, meet Donny Jr:
Just for future reference, there's already a slew of nicknames for him. Here are my favorites, just so you guys know who I'm talking about if I happen to use them:
Programmer8
Donny 2.0
DJ
Don Don
Also, in case anyone is interested:
9 lbs 11 oz
22.5 inches
December 16th at 3:40am
I'…
Just for future reference, there's already a slew of nicknames for him. Here are my favorites, just so you guys know who I'm talking about if I happen to use them:
Programmer8
Donny 2.0
DJ
Don Don
Also, in case anyone is interested:
9 lbs 11 oz
22.5 inches
December 16th at 3:40am
I'…
Didn't really get any work done tonight, spent all night trying to find a couple sprites that I need. I really need to just sit down and catch up on my spriting, but I'm just not patient enough for it XD.
I changed the animation system again. I re-added the Name attribute because I need it for anima…
I changed the animation system again. I re-added the Name attribute because I need it for anima…
I've been working on the animation system for my code base and working it into Invasion. The renderer hasn't been optimized yet (simple primitive/texture batching; uses DrawUserPrimitives()), but it does well enough:
10k explosion animations running at a steady (average) 231 FPS (about 44 FPS with v…
10k explosion animations running at a steady (average) 231 FPS (about 44 FPS with v…
I got the actor controller system started; two separate hierarchies: UserActorController and AIActorController.
The UserActorController uses a combination of the mouse and keyboard for control and is setup for the two different movement schemes. I'm not sure if I actually went over those, so here's …
The UserActorController uses a combination of the mouse and keyboard for control and is setup for the two different movement schemes. I'm not sure if I actually went over those, so here's …
I got both absolute and relative character movement working; now I just need to abstract it into a IActorController hierarchy so that, once I get that far, I can implement AI.
I didn't get anywhere with the state system last night and I've decided to pass over it for now. I usually implement menus e…
I didn't get anywhere with the state system last night and I've decided to pass over it for now. I usually implement menus e…
Decided that, while adding multiplayer wouldn't be too incredibly hard, it's beyond the scope of the project as it is and I'd rather not worry about it right now. So, I've taken that off the list.
I also forgot that I had taken out playing as the infected as I couldn't think of a suitable weapon to …
I also forgot that I had taken out playing as the infected as I couldn't think of a suitable weapon to …
An unknown infection hits several large cities and in a matter of minutes transforms most of the cities' inhabitants into monsters. Those that were "lucky" enough not to get infected are being massacred. Will you be a victim as well?
I've changed Invasion into a skirmish-style match-based game rathe…
I've changed Invasion into a skirmish-style match-based game rathe…
I've been working strictly with C# for over a month now and...I've loved every moment of it. I tried to go back to C++ the other day, and I just couldn't be arsed. Sadly, my only real issue with C++ is Win32; I absolutely hate it.
Anyway, I've been working on a little graphics system to get my proje…
Anyway, I've been working on a little graphics system to get my proje…
I've been having a lot of PC issues lately. Things started loading very slowly, my RAM was being eaten, taking forever to shutdown/boot, etc. Well, I spent most of last week fixing some computers for people, just to end up having mine crap out on me.
I spent all night, finally got it to load Windows…
I spent all night, finally got it to load Windows…
Because I constantly seem to be going in a different direction.
At the end of my last post, I stated that a code-base isn't really what I'm after. This is where I always get stuck, what I always end up writing (and rewriting and rewriting and ...), mainly for the fact that I always pretty much end u…
At the end of my last post, I stated that a code-base isn't really what I'm after. This is where I always get stuck, what I always end up writing (and rewriting and rewriting and ...), mainly for the fact that I always pretty much end u…
Feeling rather well today; actually feel like I accomplished something lol.
The day before yesterday, or maybe the day before that, I decided to start fresh. My code-base (amply named dbeals) is...well, plain horrible. As I've said before, most of the code is copy-pasted from older version and then …
The day before yesterday, or maybe the day before that, I decided to start fresh. My code-base (amply named dbeals) is...well, plain horrible. As I've said before, most of the code is copy-pasted from older version and then …
This entry expands on my last one (and now the reply I made to Slather) about my OpaqueData situation (this is the name that XNA uses to store data associated with content that doesn't fit into their standard object model, but needs to be stored for use by processors.)
When I started that idea, ther…
When I started that idea, ther…
Gah, it's been almost a month again.
I've been working a lot over the past 3 weeks though, so I kind of have an excuse (not really, seeing as how no matter how long I work at my job, I still come home and put in between 4-12 hours programming; depending on the day (I average about 6 hours programmin…
I've been working a lot over the past 3 weeks though, so I kind of have an excuse (not really, seeing as how no matter how long I work at my job, I still come home and put in between 4-12 hours programming; depending on the day (I average about 6 hours programmin…
I really shouldn't still be working on the stat system, but it's proving useful and I've run into a situation that will be common that I'm trying to come up with a solution:
I ran into t…
class SomeStruct
{
type SomeVariable;
public:
type GetSomeVariable() const { return this->SomeVariable; }
};
I ran into t…
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