I just posted a new video on YouTube. It shows some new stuff and .. stuff
You can take a look at it here
I'll be working on the bot orders some more and then I'll post the second part.
Monday, September 13, 2010
Tuesday, August 10, 2010
Newz
Okay, I don't know why I let myself to believe I would actually write to the blog .. because I don't :D But I wanted to let you know that I have been working on it, almost nearly not all of the time, but still. Yesterday, I moved the project hosting over to Google because the current SVN repository had been down for too long. You can take a look at it here: http://code.google.com/p/frontwarrior/
One could check out the code and actually build and run the game, because all the files/assets should be there. But don't, pleeeeez :)
What did I do today?
* Chat messages
What did I do not today?
* A lot I think. A new level, half of another new level, two new weapon models, a simple vehicle model and some other stuff.
* Codewise I included bots and they can move around and follow player, even though I haven't implemented pathfinding yet. Next I'm going to put weapons in their hands so they could fire. Also options screen is now finished, reading/writing to config file works nicely.
I have also been thinking about the story, but I'll tell you about it some other time. Take care!
One could check out the code and actually build and run the game, because all the files/assets should be there. But don't, pleeeeez :)
What did I do today?
* Chat messages
What did I do not today?
* A lot I think. A new level, half of another new level, two new weapon models, a simple vehicle model and some other stuff.
* Codewise I included bots and they can move around and follow player, even though I haven't implemented pathfinding yet. Next I'm going to put weapons in their hands so they could fire. Also options screen is now finished, reading/writing to config file works nicely.
I have also been thinking about the story, but I'll tell you about it some other time. Take care!
Tuesday, June 22, 2010
All systems online
Hi there again! I've decided to start blogging again. It's been a whiiiiiile since the last entry. Well it doesn't matter because all that is history - I restarted the project early this year, around February I think. Why? It was lacking all structure in code and was becoming a pain to handle and develop. So I started fresh, this time actually thinking about how things fit together. And it's going well. Recently my team size grew from 1 to 3, which is nice. Still looking for an artist though ..
Anyway, I've decided not to post lengthy posts once a week/month, but a short summary of each day I do some programming or whatever. Okay, I won't hold you in here any longer. But make sure to check back after a few days :)
I'll go write some options screen code now.
Anyway, I've decided not to post lengthy posts once a week/month, but a short summary of each day I do some programming or whatever. Okay, I won't hold you in here any longer. But make sure to check back after a few days :)
I'll go write some options screen code now.
Monday, February 23, 2009
Climbing up
Today I can report, that I finished with ladders. Now I can climb up from walls and things. How cool is that?!1 The code itself may not be perfect yet, but works quite well. Onto the pictures now, shall we.
Engineer climbs up the ladder to do some engineering .. things.
What you see in the editor is the placement of the top and bottom end of the ladder. These lines show when player can get off the ladder by crossing them.
Engineer climbs up the ladder to do some engineering .. things.
What you see in the editor is the placement of the top and bottom end of the ladder. These lines show when player can get off the ladder by crossing them.
Sunday, February 8, 2009
Update #1
Hey! What's up? Today I can make my first entry to the blog. I finished a simple occlusion query. And by finished I mean it works but it's not perfect yet. :) It is based on colors, where each color represents a certain node. I render my scene to a texture using their unique solid colors. Then I read the pixels in the RTT and find out, which nodes are visible in the current frame. All the other nodes are set invisible. I don't render to texture on each frame, but after a certain time. Currently the perfomance bottleneck for this method is the reading the pixels. I'm using 256x256 RTT and when updating too often, it tends to slow down. I need to optimize the pixel reading part. Basically what I need is to extract unique colors from the texture and then work with those. My guess is I need to write a shader of somekind? There are other kinks that need to be worked out as well. One being that transparent materials are rendered solid, so when you (player) can see a wall trough the leaves of a tree, the program can't. But the overall perfomance has increased substantially, especially indoors when trees, plants and other nodes that are outside are culled. So the effort was worth it. Anyway, that's it for today. Bye!
Next on my ToDo list: new chararacter movement model and new vehicle physics
Next on my ToDo list: new chararacter movement model and new vehicle physics
Wednesday, February 4, 2009
One-two, one-two .. is this thing on?
Hey. This is the first post and I'm just testing the blog. Expect real stuff in a few days. Until then. Take care!
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