Thursday, 9 February 2012

Update

New engine is designed. This time properly.
Also I decided on few changes in the way information is presented on screen. Mostly seeders.

I can now load/save levels from disk. I also added some new cell states, so now we have active,inactive,object,destructible and indestructible cells. I will probably add few more when engine coding is finished.
Added the player,bitmap,level,system class objects.

EDIT:
You can download the concept version here:

http://www.mediafire.com/?de2i3hluj6x0imp

Wednesday, 8 February 2012

Update

Development will continue from 0.1.5 version.

I'm currently restructuring engine and fixing bugs.

Wednesday, 18 January 2012

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.