So it's the night before the second milestone.
I'm going to have a long night working on collisions. I can only hope that Santa smiles upon me and grants me Uber Leet Programming skills and I get it done in a few hours.
Thursday, December 4, 2008
One day
Greetings,
One day away from the Alpha Milestone. Things are getting stressful and thing.
I'm going to sleep now.
One day away from the Alpha Milestone. Things are getting stressful and thing.
I'm going to sleep now.
getting closer!
We had a lot of seperate bits of code on different team members computers that hadn't been committed to our code base, so part of today was spent updating and committing everyone's code so that we are now all working off the same base code. For some reason, drawing of the bullets disappeared after this process was complete. We've got someone working on that.
Many elements are coming together, and the feature freeze for our code is to take effect tomorrow evening, leaving Friday free for documentation and last minute bug fixes and polish.
cheers,
Paul
Many elements are coming together, and the feature freeze for our code is to take effect tomorrow evening, leaving Friday free for documentation and last minute bug fixes and polish.
cheers,
Paul
Wednesday, December 3, 2008
Maths
I've been given a lot of maths tasks over the last few days. I don't mind, in fact I love working out all the different ways to do something. The problem arises when the solution you come up with isn't as great as you thought it would be. Just like everything else these days, it always seems to come back to planning.
Tomorrow should be interesting, when I get to see if my logic is either flawed or flawless for our rotating wall. Here's hoping!
"Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world, and all there ever will be to know and understand."
- Albert Einstein
Tomorrow should be interesting, when I get to see if my logic is either flawed or flawless for our rotating wall. Here's hoping!
"Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world, and all there ever will be to know and understand."
- Albert Einstein
Misconfudulation
Greetings,
Communication is key in the games industry. If you can't communicate efficiently and effectively, you put yourself in a very problematic position. Today, I was in that position.
It all started this morning at our round table meeting, when I complained about the fact that I couldn't start the HUD until we had written another piece of code that supports it (a dynamic buffer class). I also mentioned that one of the tasks I was working on yesterday couldn't be completed, due to that same piece of code. In the spirit of team-ship, my colleagues suggested a simple solution to the problem: "do it yourself." :P.
For the next few hours, I set about writing the dynamic buffer class. Little did I know, Nick (who sits directly opposite me) was working on the exact same piece of code...
Damnit.
So basically, I just did a lot of work, for nothing... And we're behind schedule... And now I have to go, because I've got to work on the HUD.
Communication is key in the games industry. If you can't communicate efficiently and effectively, you put yourself in a very problematic position. Today, I was in that position.
It all started this morning at our round table meeting, when I complained about the fact that I couldn't start the HUD until we had written another piece of code that supports it (a dynamic buffer class). I also mentioned that one of the tasks I was working on yesterday couldn't be completed, due to that same piece of code. In the spirit of team-ship, my colleagues suggested a simple solution to the problem: "do it yourself." :P.
For the next few hours, I set about writing the dynamic buffer class. Little did I know, Nick (who sits directly opposite me) was working on the exact same piece of code...
Damnit.
So basically, I just did a lot of work, for nothing... And we're behind schedule... And now I have to go, because I've got to work on the HUD.
Tuesday, December 2, 2008
Speed Bumps
Today, apart from the usual revising the schedule and making sure people are on track with their tasks, I've been re-writing a piece of code that creates new objects every single frame of the game. This is a rather time-consuming operation, so I'm adapting so that it takes up considerably less time, hopefully with the effect of gaining a few frames per second on the frame rate. We'll know more tomorrow!
Paul
Paul
Ripples
Today I've had one of those days where you are tasked with a whole lot of little things. Each individual task doesn't seem to take long, but the effects stack up into some big results in the game.
One of this small tasks was to implement collision between walls and other objects. The challenge here is that most objects in the game have bounding spheres and radii, however this doesn't seem logical when the walls are more squarish - actually some might be so bold as to say that they are very squarish.
Long story short, I've implemented the functionality. The draw back is that our game is currently running at around 15 frames a second, which means that the collisions checks aren't as accurate as I would like them to be. I hope to go through the code and weed out all the sloppy loops that could be slowing it down.
One of this small tasks was to implement collision between walls and other objects. The challenge here is that most objects in the game have bounding spheres and radii, however this doesn't seem logical when the walls are more squarish - actually some might be so bold as to say that they are very squarish.
Long story short, I've implemented the functionality. The draw back is that our game is currently running at around 15 frames a second, which means that the collisions checks aren't as accurate as I would like them to be. I hope to go through the code and weed out all the sloppy loops that could be slowing it down.
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