It's almost a month since I last wrote something, work has taken up most of my time, followed by the commute to and from stockholm (about 3 hours each day).
So far so good. Might have a little time to push into my hobby projects this weekend, maybe, the board of the RPG group I am in is supposed to have a meeting with another local group on saturday so thats a few hours more gone, and as usual there will be RPGing on sunday. So maybe I just have friday. And there is a big risk that I will end up playing games rather then coding them.
TheSpaceMans Development Blog
Thursday, 19 April 2012
Tuesday, 13 March 2012
Work work work.
Just got informed that So4it want me to work for them, so I am starting on Friday. This will get in the way of my own hobby projects but it will be offset by sweet sweet cash to live on and hopefully an awesome working enviornment/experience.
Monday, 12 March 2012
Long Time, no post.
It's been a while since I written anything on the blog, there are a few resons behind this. First of all I have been at a job interview and waiting for more info if I get it or not, besides that RPGing takes a lot of my time and focus as a GM.
But on to the good news, The blue stuff is working (earlier called water), but I might have mentioned that earlier. I have also fixed up the lines so the enivornemt is a bit more squiggly and random in apperence, did a lot for the feeling.
I have also started the core mechanics for builds in the game, and done some early experiments on shadows, that I am partly ok with, and partly hate. Most for the fact that I haven't added light/shadows to the background.
But enough of this for now, it's time to get back to the code!
But on to the good news, The blue stuff is working (earlier called water), but I might have mentioned that earlier. I have also fixed up the lines so the enivornemt is a bit more squiggly and random in apperence, did a lot for the feeling.
I have also started the core mechanics for builds in the game, and done some early experiments on shadows, that I am partly ok with, and partly hate. Most for the fact that I haven't added light/shadows to the background.
But enough of this for now, it's time to get back to the code!
Wednesday, 29 February 2012
Liquids and Liquid Simulation.
About a week ago I think, I got the idea to implement a liquid system into my game.
Since the plan was to make the world very large, the liquid model need to be keept simple, preferably not require a lot of new memory allocations. And in all ways as fast as possible to access.
My original design,
even if it looks interesting, have some issues with liquids that by design don't mix, they would start building underwater pyramids, and from a performance standpoint it was a bit too slow.
The goal now is try to implement a liquidmodel as described from the game Clonk where rather then moving large chunks of water, you teleport water across the waterbody, since all liquids in their system won't mix with each other, you are garantued to limit the movement a lot.
So my implemenation will probably contain acid/toxic sludge, water and oil used for various parts.
Could be that some builds require water/oil but release toxic. We will see what the future brings.
Since the plan was to make the world very large, the liquid model need to be keept simple, preferably not require a lot of new memory allocations. And in all ways as fast as possible to access.
My original design,
even if it looks interesting, have some issues with liquids that by design don't mix, they would start building underwater pyramids, and from a performance standpoint it was a bit too slow.
The goal now is try to implement a liquidmodel as described from the game Clonk where rather then moving large chunks of water, you teleport water across the waterbody, since all liquids in their system won't mix with each other, you are garantued to limit the movement a lot.
So my implemenation will probably contain acid/toxic sludge, water and oil used for various parts.
Could be that some builds require water/oil but release toxic. We will see what the future brings.
Saturday, 18 February 2012
Friday, 17 February 2012
Tuesday, 14 February 2012
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