Monthly Archives: September 2010

XML

I’ve taken a break from the UI, so the news for today is I’ve stopped using: stardata.txt planetdata.txt wormholes.txt and replaced them all with a single universe.xml.  XML, if you’re not familiar with it, is a way of representing arbitrary … Continue reading

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UI editor

I’ve written a new tool:  the UI generation program.  It lets you draw boxes, then generates a decent chunk of the LUA it takes to display them in game, leaving you to fill in the types, and any data specific … Continue reading

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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

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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

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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

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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

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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

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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

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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

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