Friday 14 October 2011

Update

Yeeaaahh... so Got drunk last night. Still recovering,

I'm drunk right now.
No programming Today,
Geez, did this dev blog just turned into my personal shitrant?

OK.OK.
- Implemented  the mouse-to-openGL modelview but the calculations for the angle are completly wrong.
It keeps saying I'm at -2 to 3 angle accoring to mouse.
- Need to fix this.

Thursday 13 October 2011

Update

- Figured the theory behind the projectiles trajectories. This is not done with the line algorithm at all.
It may have worked for the past projects, but the bullet animation code needs to be completely rewritten.
Gonna go buy beer now and go home. If any luck I'll finish it today.

Tuesday 11 October 2011

Update

- Implemented proper Weapon object. Weapon object texture now properly follows the player object.
- Implemented the bullet system. Bullets are now generated when user holds left mouse button.
- Implemented the AssetManager object. Objects are now created by AssetManager.
  This was done to prevent each object to load from disk separately. Before, each object created  would load from the file for every object on the screen (or in memory).
AssetManager now only loads each resource (asset) once and if a 'wall' or a 'building' or a 'road' itd... needs to be created, AssetManager creates a copy of it's template object and returns a pointer to it.

- Need to implement ray picking algorithm so I can properly know where my mouse position is on the scene.
- Need to find replacement for Bresenham line algorithm as it doesn't deal with floating points.

@offtopic
You just have to love that Broken Sword subtle humor.

Lady Piermont: Good heavens you're a private detective?
George: That's correct ma'am.
Lady Piermont: What's the term you Americans use?
Lady Piermont: It's on the tip of my tongue.
George:I believe what you're thinking of is...Dick.
Lady Piermont: Precisely!

Thursday 6 October 2011

Update

- Fixed texuring bug where each object could have only one texture for each face.
- Restructured the model file format. Now its not just ugly set of vertices but nice faces,textures,points.
- Rewrote the model load code to support new model format.
- Fixed a bug where player would teleport to somewhere if collision was detected before x value would kick in.

New model loading 0.1.7.1

- Implemented Zoom In / Zoom Out funcionality to the engine.
- Added new texture to the sides of the building.


Zoom In


Been playing Broken Sword - Shadows of templar recently. Brings me back. Not exactly healthy to play it in the middle of your programming sessions considering it's an advanture but I find it relaxing at times.
Grab it for free on Good Old Games. Woops. Offer expired. I'm glad I grabbed it while it was free.

Wednesday 5 October 2011

Update

1.7.0
(meh, screw dx for now)

- Fixed text positioning and made a panel class which supports multiple lines and colors.
  I'm using FTGL library atm. for text output.
- Need to add background at the panel.

- Implemented some pretty basic collision detection. No fancy stuff, just basic bounding box collision.
- Implemented weapon object.
- Implemented projectile object.

ISP cut off my internet connection few weeks or so and I'm programming blindly atm. Feels a bit nice. Reminds me of the days when all you got was a few .doc documents and IDE and you had to figure it all by yourself.
I have troubles making FTGL work at this computer so I can't show anything new. I'll get some screenshots when I get home.

[EDIT]

Screenshot from 0.1.7




Rough draft of the playing arena scheduled for 0.2.0 build.