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This section is under re-development. It is not finished, and not fully functional. The current development stage is pre-alpha and as such, not every feature is even implemented yet.




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Significant Progress

Diagmato, Development
Sun Aug 17, 2008 10:07 pm
Spent a weekend over Terry's - amongst a good bash of gaming, was a very good coding spree. When the people working on the same project are in the same room sharing ideas and a fresh pair of eyes on each others errors, things get done VERY quickly.

The biggest problem seemed to be the Tilegrid. At the moment, I have a quick testing function which pumps a struct array of vertexes full of x,y,z coords in a grid fashion. The individual tiles then point to each vertex which represents their corners. This way, when it comes to the map editor - if a tile is raised, then its adjacent tiles will automatically slope up towards the newly raised tile as they share the same vertices as the raised tile's closest edge to the said tile.

If you're trying to picture what I mean by a Tilegrid - think of Red Alert 2, Tiberian Sun, and various Isometric games like the SimCity series.

Arran did a good slice of work on the building models - some nice stuff there.

Terry did a good job with unit interaction - so far a marine moves where the mouse was clicked (on the terrain). It's model animates appropriately too. It just needs to implement 'picking' in order to select the marine, and tell it to move, rather than the marine always responding to the mouse.

Ive made major progress with the GUI system - ive tried to make it as straightforward as I can, following the GUI setup rules of other languages (it has a close resemblance to Java). So far it supports panels, buttons, and buttongrids. The latter simply makes it easy to add a grid of buttons, and itl work out the sizes and coordinates automatically.

Here's the all-important progress shot :). The texture sucks, but im no graphics artist. I couldnt find a martian ground texture, so I copied a tiny square from an image of the surface of mars. The GUI has a nuisance white placeholder texture, but it is working fine - I just havent made a sidebar texture. The buttons in the bottom left are there temporarily for testing the raise/lower functions of the tiles.



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