This isn't supposed to be a bunch of drunk mesas. What I've been trying to get (and failing consistently) is a single huge pit, with the occasional ledge, split path, or floating island as one continues down. I think I'll have to get someone else to handle the world gen stuff for this little proj…
I'm thinking about using this space for weekly updates on my projects, and perhaps also other things that I'm doing that aren't really game dev related, but still have to deal with accomplishing anything. My professional personal site isn't really the place I want to put such status updates, and gi…
All the old projects formerly discussed here? Dead. So what am I currently working on, you ask?
[subheading]Painter Story[/subheading]
Painter Story is a visual novel telling the story of a transfer student and artist who encounters the subject of one of his paintings. After years of moving around ev…
[subheading]Painter Story[/subheading]
Painter Story is a visual novel telling the story of a transfer student and artist who encounters the subject of one of his paintings. After years of moving around ev…
Just a note: This journal has been combined with my regular journal and now exists at <http://coldacid.net/blog/1>.
I've got a couple of little stupid bugs to iron out, but soon I'll be able to put out a public alpha for cIRCulation! I guess that means putting up some content for the cIRCulation site too, though.
Perhaps I will also provide some preliminary documentation for plugin authoring.
Perhaps I will also provide some preliminary documentation for plugin authoring.
As we speak, cIRCulation is running on #gamedev, with at least a few of the bugs worked out. I'm planning to put out an alpha version soon for people to download.
Sorry for such a long time between posts.
So cIRCulation has seen some changes since the last post. I still haven't added interpretation for actions, but I've finally implemented the command parser and added a plugin system on top of that! Some cleanup, and I'll probably release an alpha build out h…
So cIRCulation has seen some changes since the last post. I still haven't added interpretation for actions, but I've finally implemented the command parser and added a plugin system on top of that! Some cleanup, and I'll probably release an alpha build out h…
Today was the first time my IRC client cIRCulation ever got to see a public server. I brought the project with me to the college today, and ended up running it in #gamedev for a while. No crashes, so it actually works despite having almost no functionality beyond plain old chatting.
Version 0.1
Version 0.1
The work of splitting Asylum into three modules (platform-specific executable, engine DLL, game DLL) is complete. I did all the work on a branch I created just for this purpose, and gained hands-on experience for branching and tagging with Subversion. Forget about my previous beefs about how it's d…
And now, there are three.
Three what? Three projects comprising Asylum itself. In the beginning, Asylum was monolithic, a single asylum.exe that held all the game code. Then, I spun the engine out from the game, giving me asylum.exe and asylum.dll. Today, I spun the platform-specific code from the e…
Three what? Three projects comprising Asylum itself. In the beginning, Asylum was monolithic, a single asylum.exe that held all the game code. Then, I spun the engine out from the game, giving me asylum.exe and asylum.dll. Today, I spun the platform-specific code from the e…
Asylum's not dead! I've been making progress with the development of the engine/framework itself, and I've begun seperating the game from the engine.
Things I need to do, however, include rethinking the menu UI. Originally the design was very much that of a HFSM, but I'd be better off just supplying…
Things I need to do, however, include rethinking the menu UI. Originally the design was very much that of a HFSM, but I'd be better off just supplying…
Let's see, where should I start? Since my last update there's been quite a bit of development going on. I've been continuing with my game launcher, the framework I've been writing for Asylum has been spinning its wheels, and I actually got another game to a playable state!
So let's begin with Alien …
So let's begin with Alien …
FeedMonster is my Java class project. It's a news feed aggregation website. It sucks, but it works (kinda), and I'm presenting it in class today. I'll be putting up a tarball of it online later this week as an example on how not to do Java coding. By the way, NetBeans furthers the cause of The Grea…
ISX DSetup DLL is an extension for Inno Setup that makes checking DirectX versions and updating DirectX incredibly easy. The extension comes with sample scripts demonstrating how to use ISXDX (as it is abbreviated) and only requires that the setup author has access to the DirectX SDK to use.
As I wait for my Ubuntu CDs to arrive in the mail, I've been piecemealing updates to the old and out-of-date Mandrake 9 distro I have on my computer. Every week I grab packages that I use (or want to use), bring them home, and build and install them.
I'm starting to wonder if I should even bother wi…
I'm starting to wonder if I should even bother wi…
Well, I've integrated OIS into the prototype, but it doesn't seem to be working. I'm going to take out the OIS code (temporarily) and restore OGRE's built-in input system in the meantime, so that I can continue working on the rest of the prototype (which requires some input to move to).
I've not yet…
I've not yet…
After a long time of wanking and coding mere subsystems to tinker with, I'm finally (only 7 months late) starting work on the second architectural prototype for Asylum. Chances are this one might just form the core of the Asylum game engine. (Speaking of work on Asylum, Meldstar Entertainment is st…
I've redesigned the editor. It's now two different projects, the editor itself and a set of classes for game objects in another assembly. Also, I've switched to using user controls for the tile picker and map editor. Not all the functionality of the original editor is in yet, but it's only a matter…
Not much has been happening lately on the Meldstar front, on account of nobody taking the time to read Asylum's design doc and sign off on it. (Team buy-in is important.) In the meantime, I've been surviving all-nighters between school and an interesting little project.
I've started work on a projec…
I've started work on a projec…
EnvironmentVariableMap.h
[source lang="cpp"]
#ifndef EnvironmentVariableMap_h___
#define EnvironmentVariableMap_h___
#include
#include
class EnvironmentVariableMap; // forward declaration
class EnvironmentVariable
{
friend class EnvironmentVariableMap;
std::string m_key;
EnvironmentVariable (const std::s…
[source lang="cpp"]
#ifndef EnvironmentVariableMap_h___
#define EnvironmentVariableMap_h___
#include
#include
class EnvironmentVariableMap; // forward declaration
class EnvironmentVariable
{
friend class EnvironmentVariableMap;
std::string m_key;
EnvironmentVariable (const std::s…
No matter what, I can't ever seem to get wxWidgets to build under VC7.1. It would really be nice if the Win32 download included binaries, rather than forcing me to build it myself. I want to use the toolkit for my open-source take on OneNote, rather than using Qt (although the latter is becoming mo…
Looks like my cvar and command code is nice and good. Console commands are no longer the bulky class they originally were; Now, they are simple functors, taking a vector of string. I'm using a simple templated Functor struct, from which command functors and cvar observers functors are typedefed.
tem…
I have it on good authority that not only will attempting to use SDL to do 2D graphics over top of OGRE will not work, but even if it did would be incredibly sloppy and slow.
Rather, now I'm thinking about doing the user interface with Flash, and using GameSWF and another person's plugin to render t…
Rather, now I'm thinking about doing the user interface with Flash, and using GameSWF and another person's plugin to render t…
I've decided that for Asylum, we'll be using SDL to manage input. The interesting thing about this decision is the Win32 hack needed to make SDL and OGRE play nice. What's got me curious, however, is if it's possible to use SDL for doing 2D graphics as an overlay above OGRE's renderings. If so, the…
I'm trying something interesting with the console for the second Asylum prototype. It's being designed so that cvars and commands can be added (or removed) in code. Not only that, but cvars can be observed for changes.
I'm using a Cvar base class which contains the code for managing a bag of observe…
I'm using a Cvar base class which contains the code for managing a bag of observe…
With movie playback working (for the most part), I'm onto the next part of the prototype. That is, loading a level, complete with audio settings, physics elements, and game entities. Because it has to work well with OGRE's resource subsystem (if I could feed raw bytes into DotSceneManager I would) …
Well, I've left the line slurper for now. In the meanwhile, I've added code for playing Theora video in the movie state, and although there are some problems, it seems to play back video and audio quite nicely.
Now, for the problems. First, Plugin_TheoraVideoManager will not even bother determining …
Now, for the problems. First, Plugin_TheoraVideoManager will not even bother determining …
I still haven't stuck a page up on the Meldstar Entertainment website because there isn't really anything to say. The project is still in the pre-production stages (in fact, I'd claim it's still in the research stage since I'm still working out how best to use OGRE and CEGUI).
The prototype of the s…
The prototype of the s…
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