Monthly Archives: July 2010

Timer scheduling, dangerous lasers and some low-end animation

Updates with this edition: Lasers now destroy ships as they should, and if they hit multiple ships, they only destroy the closer one, not whichever was spawned first.  Of course, I haven’t plugged in any damage values yet, so everything … Continue reading

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Laser textures

You may have noticed previous versions did a weird ugly thing when you overlapped something transparent with something semi-transparent.  I was using a slightly incorrect alpha blend function (there are about 15 to choose from), I have fixed that.  I’ve … Continue reading

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Laser beams

To do explosions, I need to have a way of having a list of things to do in the future.  I knew I was going to have to do this eventually, but it seems tricky to do in a really … Continue reading

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Textures are in

Well, here it is, the game, complete with textures.  I’ve even whipped up a set for mouse cursor, ship, and default enemy. A few things to note: The textures themselves are in targa (.tga) format.  I chose that format because … Continue reading

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Projectiles with angles

A fairly unimpressive addition today too, but I did one of the three things I said I’d do today.  I made projectiles into arrows that point in the right direction.  I built in the angle data when I was building … Continue reading

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Very little progress, but decisions have been made.

I’ve been going back and forth on whether the objects in this game need to be three dimensional, two dimensional but with polygons defined in OGL to handle transparency and shape, or two dimensional squares with their transparency and shapes … Continue reading

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Shaders

I’ve started reading about shaders.  Ends up there’s a whole extra programming language, “openGL Shading Language”, even beyond what’s basically a programming language embedded in function calls in normal openGL.  Fortunately the syntax is mostly a subset of C. But … Continue reading

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