03 June 2012

Mesh editing!

Finally, I've managed to write a fast enough algorithm to regenerate the mesh real-time. Woohoo! What that means is we basically have deformable landscape(or whatever that is on the screenshots - you can bite a piece out of it now, yay!)

Here are a few screens of me eating holes through stuff. Hopefully, Anry will tape a video soon. He's working on some awesome music tracks right now btw.

24 March 2012

Testing physics

Ok, the object physics is done. Mostly. Still have them clipping through each other at low speeds when too many contact points are checked. Anyway, it looks great in most cases except when the annoying camera starts going through solid objects. Have to remember to fix that.







Basically, we can finally start doing some gameplay coding now.

06 March 2012

Collision

Today I've finally got a decent collision for one slimeball. It flies around like an edgy green ping pong ball and collides with things quite adequately. Now to optimize the calculations and implement them for more complicated shapes! And not forget angular momentum this time.

21 February 2012

It's nerdy physics time!



Imagine collision for this thing. From scratch. Because you're too lazy to figure out how to make it work in PhysX or Havok. I've been having nightmares of bloodthirsty teddy bears from hell because of this!

On the plus side - there's quite some progress with the game's concept.

06 February 2012

Adding detail

Okay, we have something that resembles textures now. So I started to work on the generation code for plants. Or something similar. Whatever it is, it's supposed to grow so it needs a functional structure. So far, I've come up with a layout involving a core and something resembling huge deformed mushrooms growing from it.









Now, some polish on the shaders and textures could be nice, but I think it's going in the right direction. Hopefully, I'll finish the generator settings by the time Anry will have time to move area loading into a separate thread.

01 February 2012

Textures!

Somehow, I've managed to get the locations loading properly and decided that we need new textures as the old ones were kinda made in MS paint.







Looks... weird. But I like it.

28 January 2012

A few months later

So... After several months of playing Terraria and Borderlands(btw, Borderlands 2 is said to come out this year! sweeet!) I've finally found some time to sit down and start writing the code for loading/unloading locations.

I still ain't got a slightest clue on what the hell I am doing, but best not question it if it works. If I somehow manage to get seamless transitions between areas I'll... I don't know, really. What would a guy do with a universe full of huge creepy slimeballs and whatnot? Possibilities are endless I guess.