Jump to content
  • Advertisement
  • entries
    437
  • comments
    1000
  • views
    336867

Decisions, Decisions

Sign in to follow this  
evolutional

368 views

It's hard to decide which one of my projects to work on today. I felt burnt out yesterday from a week of work and did nothing but watch movies (Evil Dead 2 and Donnie Darko, if anyone's interested). The trouble is with having a 'lazy day' is that as much as I may have needed it, I can't stop kicking myself for a day wasted on my project (which I'm keen to get on with).

So again, I'm sat in front of my IDE wondering whether to work on Manta-X or jsInvaders. With jsI, I've got to reimplement the script interface again - mainly because the last implementation was buggy and that I want to keep the codebase consistent with the articles. I could easily just drop in the old code, but I'd rather reimplement it with this sweet "Curiously Recursive Template Pattern" (Barton & Nackman) which reduces the duplication of effort in creating the script-classes. I picked up the idea from the wxJS source by Franky Braem - perhaps one of the only complete implementations of SpiderMonkey code out there. Although I started my templated implementation before I found this code, it'd only be right to recommend this guy's work for inspiration.

With all that said, Manta-X has me particularly gripped right now. I'm about an hour off implementing the collision detection code. As I've never used Scene Graphs before, I'm pondering on whether I can build in the collision into he SceneGraph node itself. I mean, it makes sense on having the AABB stored within the SceneNode - it just means I'll have to throw in some matrix code to keep the AABB and positional information current - something I'd wanted to avoid. Being new to SceneGraphs, it makes sense, but the tutorials and threads I've read seem to recommend against combining them. Right now, I can avoid a full AABB implementation as the game is essentially 2d in a 3d world, so it's something I can revisit later if needs be.

Other than that, I'm needing some scripted entities in the code. I'm actually thinking of turning away from a scripting language, opting instead for a basic action list which is triggered by events. For this, I can quite easy adapt the code I knoecked up a few weeks ago. For a shooter, the AI doesn't need to be as complex as a FPS or RPG, so a list of actions is likely to be the easiest and best solution to the problem. To take advantage of this, I'm building the level editor directly into the game, so I can stop the action at any point.

With that said, I think I've just made up my mind... Manta-X is is for a couple of hours [grin]

UPDATED:

Well I worked on several small systems of Manta-X. I'm hitting memory problems in the particle system because of the Smart Pointers I'm using (adapted from Enginuity). It's enough to annoy me for now :/

Anyway, off to see if "I, Robot" is pants or not :)
Sign in to follow this  


2 Comments


Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!