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.
06 March 2012
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.
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.
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.
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.
01 November 2011
The first sound from the Shquarkz space
Today I had spent some time with sound editors and created some sort of test example of the melody for the game. At the moment it's unfinished test version with cyclic melody with length about 4 minutes.
28 October 2011
Progress
While Anry is doing some Direct3D stuff and digging around in binary files, I decided to make some graphics for testing purposes. The asteroid generation algorithm seems to be working well, so I added some shaders and textures to see how it handles different block types. It lags, looks like hell, but, hey, it works! We got some green slimy things, a bunch of eye-thingys and... well... something else. I have no idea what it is. Yet.
Ok... So now I have to make an entire universe of this...
Ok... So now I have to make an entire universe of this...
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