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After a little more fiddling around, I want to revise my stance on Python just a little bit. I still think it's fantastic, but there are a few things about it that, coupled with a fundamental lack of understanding on my part, cause a few problems.
The biggest hitch is performance, and the understand…
The biggest hitch is performance, and the understand…
Python is cool. I almost wish I could go back to being a stupid n00b, just so I could start learning how to program games with Python instead of the way I did it, way back in the old days. Would have saved me a lot of effort.
Been tinkering with Python and pygame with Fruny (don't worry, it hasn't s…
Been tinkering with Python and pygame with Fruny (don't worry, it hasn't s…
I've finished handing off control of monster AI to the Lua script system. This is a new direction for me, as I've never done scripted AI before. Although I made heavy use of Lua in Golem 1 for random generation, the only control afforded over monster behaviors was via the setting of various probabi…
Fleshing out the state machine and AI systems to control monsters and NPCs. NPCs are currently all stubbed, outside of the basic movement states that are applicable to all creatures, so they don't really do anything but stand idle or maybe a little random walking. As far as combat and actions, I've…
Fixed up and finished off the last few little lighting issues so that creatures light correctly using map lighting and ambient. I've also started a rough overview of the game's layout, region by region, and jotting down ideas for various side quests and easter eggs.
I'm thinking I want to go about 4…
I'm thinking I want to go about 4…
Got the object/asset allocator system bugs and issues all pretty much sorted, got Golem3D's skeletal animation system fully ported over, and re-did the impostor system a bit to make it faster. It's no longer descended from my vertex animation classes, but instead is based on static geometry. Initia…
With an eye toward parlaying Accidental v2 into an actual game, I've spent the last several days installing more robust asset and object handling code, using pooling, reference counting, and all the nifty little buzzwords. In short, implementing smarter data handling. I've eliminated a lot of old l…
I've been doing some thinking about some stuff...
So far, this new version of the Accidental Engine is developing quite nicely along the lines of "what Golem should have been in the first place". It's basically a vastly-easier-to-work-with version of the original Golem project (though there is very …
So far, this new version of the Accidental Engine is developing quite nicely along the lines of "what Golem should have been in the first place". It's basically a vastly-easier-to-work-with version of the original Golem project (though there is very …
A couple entries ago, I talked briefly about my new method of doing props for AE2. Given the fundamental 3D nature of the new engine, I have a few more choices than simple texture-mapped billboards for representing objects and level props. Bog-standard billboards have a tendency to behave strangely…
Quote: "At the same time he had begun to understand the great principle that moved the universe, at least that part of the universe which had to do with careers and success: you found the crazy guy who was running around inside of you, fucking up your life. You chased him into a corner and grabbed …
More fiddling around on Accidental 2. I'm currently redoing the prop system, getting away from A1's sprite-based system and implementing a system of 3D modelled 'fakes'. In this system, props are simple 3D meshes that can be as simple as quads or planes aligned to wall, floor, roof, or arbitrary ax…
My boss/cousin started to lose his hair last week due to the chemotherapy, so to help him feel better about it, myself as well as a bunch of his other friends and relatives shaved our heads. I didn't Bic mine like some did, but I did shave it to the scalp with the clippers. It's starting to grow ba…
All of the modifications I was musing about introducing into the Accidental Engine have been implemented, more or less. I've swapped in Golem3D's terrain blending scheme, and I've implemented walls as 3D-ish constructs in order to take advantage of the z-buffer for sprite sorting. There is better s…
Just finished reading The Forever Hero by L.E. Modesitt for the umpteenth time, a volume comprised of the three novels Dawn for A Distant Earth, The Silent Warrior and In Endless Twilight. It's one of my favorite books, and by one of my favorite authors, and despite it being some of Modesitt's less…
I don't really want to turn this into a photo album. (In fact, if I'm ever going to do this again, I will probably just sign up for an online photo album somewhere). But I went on a little road trip up north today and took a few pics at a place called Montezuma's Well. (A bit of a misnomer, really,…
Heh heh. For a supposedly smart guy, I'm kinda dumb sometimes...
Went riding quads out in the desert today with a bunch of friends. I wore shorts and a sleeveless shirt, no sunscreen, figured I would be okay. And I would have been; we weren't planning on being out that long. However, I didn't count …
Went riding quads out in the desert today with a bunch of friends. I wore shorts and a sleeveless shirt, no sunscreen, figured I would be okay. And I would have been; we weren't planning on being out that long. However, I didn't count …
Summer is pretty much balls-to-the-wall right now. Forecast for Wednesday calls for the temp to hit 117F. Got fried today in a big way, out hiking in the hills after work. Damned sun.
Been fiddling around with Accidental this afternoon. For some months now, I've been mulling over some ideas and thin…
Been fiddling around with Accidental this afternoon. For some months now, I've been mulling over some ideas and thin…
Being the sneaky, conniving, no-good sonofagun that I am, I slyly replaced my headshot in the previous journal entry with one that isn't quite so frightening to small children and furry animals. Don't like it? Tough. I simply can not make myself look any less ugly; an artist is only as good as his …
Just picked up a new digital camera. Initially was only going to get something pretty inexpensive, in the ballpark of $200 or so, and while I still didn't exactly go top end I ended up dropping about $500 (minus a bit for some last leftover giftcards I used up) on a 7.2 MP sony DSC-W7, some batteri…
Just got a few things going on recently, haven't been able to update this thing.
Still working on researching various shadowing methods to find the simplest and most suitable for my needs. We'll see how that pans out in a week or so, hopefully. Assuming I don't start myself on fire accidentally this…
Still working on researching various shadowing methods to find the simplest and most suitable for my needs. We'll see how that pans out in a week or so, hopefully. Assuming I don't start myself on fire accidentally this…
Quote: Original post by The Man Firstly, is it a need or a desire?
Good point.
1) Skeletal anim code-- Not a need. Current code works sufficiently well for my purposes. As it currently stands, blended animations are really not part of the design. And models will never be viewed up close or in suffici…
Quote: Original post by Mike T Guys, there's no need to spam the board. This is a game development site. I'm sure there are plenty of rap sites out there to battle on. The language was entirely inappropriate.. somewhere out there a little baby is crying and it's all your fault.
I'm sorta sitting on …
What a colossal waste of time today. Didn't finish the desert terrain set like I wanted, though I did do a quickie stone-paved road type that seems to work okay. Not fantastic, but it suits for now. I didn't get around to doing the grass/scrub texture like I wanted, and I probably should do a rocky…
Getting tired of looking at the same old terrain textures, so tonight in a fit of boredom I started work on a new set for rugged, sandy and rocky desert. Got 3 base types right now for the set, still need to do some tweaking and editing. Should probably provide a scraggly grass base type to add a l…
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