Tuesday 13 September 2011

Update

Going to try directx now.

[edit]

Decided on DirectX as SDK. OpenGL is nice and can be picked up pretty easy but the amount of work it needs to be done and use of 3rd party libs for basic stuff doesn't go well with me.

Monday 12 September 2011

Update

[RANT]
Fuck text positioning and fuck OpenGL.
[/RANT]

I'm seriously considering migrating to directx.

Saturday 10 September 2011

Update

Got to the point at which the console txt output doesn't cut it anymore. I need to see the coordinates of the player and the objects on screen. It's easier that way. And it's about time I do it.
So I'm gonna implement some basic text panel object before continuing with the collision detection.

[EDIT]
- Done with the text putput. Decided on FTGL lib.
- Still need to fix text positioning.

Friday 9 September 2011

Update

OK. I'm done with the design of the collision detection for all the objects in the game.
It took a while because I wanted to do it right so I don't have to go back some time and restructure the code.
This way I figured how to handle wall, player, bullets... etc collisions and still implement different behavior for each object if collision happens. The bad news is I have to restructure a code a bit but no biggie I intended to do that for the model loading part anyway.

[EDIT]
So. I managed to restructure a code the way I like it. But the current level of mesh manipulation required to write some static model loader. So now all of the geometry is in the files which are being read at the start.
This way is easier to test and implement collision.

- Implemented Model loading object.
- Implemented Bounding boxes for use in collision.

Model loader still need work as it currently does not load multitextured objects.

Snapshot from the 0.1.6.3 demonstrating bounding boxes on models.

[EDIT]
 - Fixed the model output for different textures each.
 - Added player.




Friday 2 September 2011

Update


- Added the player and player texture placeholder.
- Limited the game logic update to 60FPS. What it does is that it lets the rendering loop draw as fast as possible but still limits the logic updates at specific rate so player movement and interactive stuff will always be limited at 60FPS no matter the speed of computer.

Time for some basic model/player collision detection.

Thursday 1 September 2011

Update

Deadlines at the RL work. Couldn't do shit this week. I will probably fix texture thingy today or tomorow.

EDIT:
There was a line of code that enabled the MipMapping on the loaded textures which prevented the textures to be shown.
Things are finally back on track.

EDIT:
- Finaly fixed multitexturing stuff.
0.1.6.1