Collide bodies

Collide bodies are simple convex polyhedra and spheres that represent the object approximate hull for calculating intersections. First picture is the simple approximation of the human, 5 spheres correspond to the 5 important parts of the body. Pros of this approach include simplicity, as spheres are very easy to understand, manage and transform. But this form poorly represent the body shape. If we try to approximate further (fig.2), we’ll get a lot of parts, which will be complex to manage (either you’ll need to draw sprite for every part or have to use containers, increasing complexity further). Read On →

Matrices

Well, let’s apply some…

Read On →

0.6

According to my dev to-do, there’s couple of clean-ups left ant 0.5 will be finished. 0.6 will feature proper rendering and basic layout for scripting object behaviours.

Read On →

Sprites

Game will feature sprites, lots of sprites. But how much exactly? Since every object is modular, doing full picture for every combination is out of the question. I cant afford drawing each armor-weapon combo with every possible item hanging on the soldiers body. X-Com had 21 equippable item + one item of nothing, and 4 armor sets, that’s alone makes 88 combinations (X-Com used common sprites for several items like grenades, motion scanners, bodies, etc. Read On →

Dragging my butt

…that’s what i was doing last couple of months. Butt there’s a reason behind all of this. The reason is i can’t leave half-working code behind, if this code is something i couldn’t easily support and rewrite later. Physical impact solver is an example of such code. This.. thing should give a somewhat realistic answers on a questions like “What will happen if I’ll throw a body of certain material to the body of the different (or same) material with the particular speed?” After all these months, it quite does, albeit not without some limitations. Read On →

Accuracy

Accuracy system has been an important part of many tactical games, starting from simple to-hit percent and developing into more complex constructions which take into account full and partial cover, weapon and projectile characteristics as well as statistics of the shooter. Accuracy should have its limits and restrictions, though. Be it different, everyone would just shoot as accurate as possible. Most obvious of these limits is the time cost, and, as a consequence, number of shots you can fire at your turn. Read On →

Good news everyone

I’m not very sure when porting to another framework ended and new features started, but now i’ve got shiny new camera (with matrices!), text engine (does not produce “out of memory” stuff anymore!) and state machine (plugins waiting for other plugins, global state change, etc.). Also, sprites! Grid of points corresponds with field tiles. After i’ll finish with camera tinkering (NE,NW,SE,SW orientations, selecting tile, etc) it will be filled with sprites like ones you see in the corner. Read On →

Questions of 27.01.2014

A bunch of questions important to the game but yet unanswered. Should i use premultiplied alpha blend? If so, how can i keep using .png as resources without building them to .xnb or pre-converting with custom tool? If not, how i can render to renderTarget2D correctly?   Using premultiplied for now. RenderTarget2D seems to work ok. Performance set aside for now.

of hesitation

I’ve got into the much popular “Dead framework” trap. CS-SDL havent been updated in a while. And i don’t like how the text is handled there. So i decided to get back to XNA. Guess what? Dead. Should’ve read news better. So i’ve come to the Unity place. Take this 1GB installer, they said. No thank you, i answered. Well, MonoGame, let’s see how long you will last. Thanks to the fact that most of the game is written from scratch, i don’t need to port it all, only the part which handles graphics. Read On →

Holiday results

CSS, PHP – learned. Drafted a new design for the site. It served as a practice during study, and i’ve finally made a working wordpress theme from it. Unfortunately, i have no time for finishing and polishing this, considering i’ll ditch wordpress for a vanilla blog plugin, and therefore see no meaning in learning its framework. It’s time to go back from shady, mazed, enigmatic world of web development to my managed code. Read On →