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