-
Recent Posts
Recent Comments
- Alex on Planet data: More flexibility
- Richard on Planet data: More flexibility
Archives
Categories
Meta
Author Archives: Alex
UI design
I’ve got a plan for the UI, and am now in the process of writing all the C++ funcitons to display and manipulate the separate elements. Then I’ll finalize the file format for storing the data, then I’ll hook LUA … Continue reading
Posted in Design
Comments Off on UI design
Engine trails
Trails are done. Positions are tracked in memory, but most of the work calculating the trail shape is done in shaders. I’ve given enemy ships trails too. Zooming out when there are a lot of them around is now more … Continue reading
Posted in State of the Game
Comments Off on Engine trails
Engine trail prototype
I’ve added a map in the upper right of stars and planets. It’s not great, probably zoomed out too much, and I don’t think it’s centered on the player correctly, but I’ll clean it up later. But what I’m actually … Continue reading
Posted in State of the Game
Comments Off on Engine trail prototype
Back to the game. Now with wormholes.
New in this version: Added a universe system. Separate “galaxies” maintained with their own individual stars, planets, ships, and projectiles. Added wormholes, to travel between galaxies. Travel zeroes out any projectiles you left behind, but the enemies will be right … Continue reading
Posted in Design, State of the Game
Comments Off on Back to the game. Now with wormholes.
Emitter, now using shaders
I’ve been working on shaders for the last couple of days. Nothing final yet, but here’s a preview of my new flame effect, I think it’s definitely a significant step up in terms of appearance, though unfortunately it’s a pretty … Continue reading
Posted in State of the Game
Comments Off on Emitter, now using shaders
Shaders
I really thought I was done with the emitter stuff. Then I decided the performance needed improving. Then I read this. So now I’m going to try to do that. It does mean that I’ll now be requiring shader model … Continue reading
Posted in Design
Comments Off on Shaders
Significant emitter revision
This is possibly the final version of the emitter program, aside from adding in actual alpha blending options, which I keep forgetting to do. It’s certainly not perfect, but it’s not like it’s really part of the game, so as … Continue reading
Posted in Tool development
Comments Off on Significant emitter revision
Emitter designer, now with actual emitter stuff going on
Well, the emitter code is in, and you can now play with actually spraying particles around. I’ve included a sample of what you can do by messing with the color values. It’s a little inefficient, though, if you spawn a … Continue reading
Posted in Tool development
Comments Off on Emitter designer, now with actual emitter stuff going on
Emitter designer
First a little background: If you aren’t familiar with what an emitter is, it’s something that spits out a bunch of semi-transparent images (individually called particles). You set a bunch of rules about how the particles behave, maybe set up … Continue reading
Posted in Tool development
Comments Off on Emitter designer
Planets
Planets are in. You can land on them. Land hard enough, and there will be an explosion and a HP penalty (though there is no penalty for losing all your HP). Most planets have too much gravity to take off … Continue reading
Posted in State of the Game
Comments Off on Planets