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capn_midnight

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UPDATES



  • "Decal" Editor: Decals are instance objects that are used for rendering. Instead of having a million polygons for a million stars, now there is one polygon (Decal), and a million star objects that reference it by an ID. I thought Decal was more of a descriptive name than "Sticker" or "Stamp" in this regard. Decals support seperate stroke and fill colors, as well as sub decals, i.e. different sections of the decal for different blocks of color.

  • New Developer: One of my coworkers has signed on and started working on the physics system. The physics system wasn't as complete as I previously though. It conserved momentum, which is great, but it didn't conserve energy, which is really bad. Andrew is going to also help with pulling the game simulation out of the client and into a server. Engage Wootbot.

  • New Project Notes Page: Don't forget to check it out on my retardedly simple wiki.



TODO:

  • More Unit Testing: Getting a little bit better about this...

  • Physics Server: Closer to this goal than previously, but still a ways off. First step to making the game multiplayer will be to get the solar system simulation running on a server instead of in the game clinet itself. It will require me to undo some optimization work that I've done.

  • Content System: About 50% completely right now, now that I have the Decal Editor and the Decals are serializable. I have no content system right now. All objects are hardcoded right now. Dirty, dirty, dirty.

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Wow! A few things I must say:

  • When I first played 'Gurt', I was under the impression it was just a little test/demo of a game that could be. The fact that you're pursuing it and actually taking the simple concept of Asteroids and turning it into a full game with all of the cool additions/modifications is especially cool. Nice!
  • Way to show some pimpage for pure Java. With the power of Webstart (if you head that way) or Applets, this game with online support could spread like wildfire!
  • And just generally: awesome. I'm a huge fan of these sorts of games -- gah, look at 2 of my 5 projects on the showcase :P -- so I'm really excited to watch Gurt (er, 'Asteroids Game'? :P) evolve.


I'll be sure to stay glued to your journal/site to see things progress. Don't you dare think of quitting! [grin]

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Original post by HopeDagger
Wow! A few things I must say:

  • When I first played 'Gurt', I was under the impression it was just a little test/demo of a game that could be. The fact that you're pursuing it and actually taking the simple concept of Asteroids and turning it into a full game with all of the cool additions/modifications is especially cool. Nice!

I'm actually very surprised myself at the progress that I've made on the project. Just goes to show what too much time on ones hands can do.
Quote:

  • Way to show some pimpage for pure Java. With the power of Webstart (if you head that way) or Applets, this game with online support could spread like wildfire!

  • Webstart is a consideration, but Applets is a big, fat no. I've worked with Applets before, and though they are better now, they are nowhere near as stable as applications. Basically, Applets are completely broken.
    Quote:

  • And just generally: awesome. I'm a huge fan of these sorts of games -- gah, look at 2 of my 5 projects on the showcase :P -- so I'm really excited to watch Gurt (er, 'Asteroids Game'? :P) evolve.

  • Gurt is just the code name for the project. It's meant to be a fake curse word, actually (four letters, harsh phonemes, etc).
    Quote:

    I'll be sure to stay glued to your journal/site to see things progress. Don't you dare think of quitting! [grin]

    Thanks! Now that I have more developers I think I will be peer pressured into continuing work.

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