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Hookin' up weapons

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Ravuya

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Gonna get 'em all hooked up.

Well, I've got the insides of the weapon system working (requesting projectiles, positioning the projectiles, decrementing ammunition, checking timers) but I do not yet have the outsides working (rendering projectiles, updating projectiles, hitting the Fire button to fire your weapon).

No doubt this will change soon, however, and then I'll spend a few months trying to figure out how to rig this up so you can actually HIT something.

I've been sort of distracted this week preaching the gospel of functional programming, working on the SS3 weapons and event system, and learning a bit about DirectX's render targets and modern spatial database theory. Eee-yes.

In the meantime:
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I've seen the end of that game, PC wins 10-8. Furthermore, PC runs over and claws Mac's eyes out, then proceeds to run into the street where PC is run over by me (I also ran over it several more times to ensure that it was indeed, dead, I hate cats... and people on bicycles).

Functional programming for the win.

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Ahh -- the spatial database stuff is for work, and also for a concept for a futuristic game project. And also because it's really interesting and nobody ever covered it in my education.

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Quote:
Original post by Ravuya
And also because it's really interesting and nobody ever covered it in my education.


Spatial databases are so 2 seconds ago. Everyone knows that spatial-temporal databases with special Q continuum add-ons are where it's at... somewhere... sometime... but not necessarily now, or after, or before.

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