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Monthly Archives: February 2011
Saving completed, sound issue sidestepped
Saving functionality is complete. All ships, projectiles, gravity walls, and of course the player have save and load functions which slot themselves into the relevant XML in the appropriate save directory, and restore themselves appropriately on load. Which is, I … Continue reading
Posted in State of the Game
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Saving: When and where
Saving and loading is the task of the day. I’m rapidly becoming comfortable with rapidXML (harr) now that I’m using it a lot in a short period of time. The question in terms of design, though, is save types. Exactly … Continue reading
Posted in Design
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Planet data: More flexibility
While writing the LUA “planetTick” function, I came to the conclusion that requiring modification of the C++ core to add new kinds of data to planets runs counter to the premise of user modifiability. So I’ve added an “extra data” … Continue reading
Posted in State of the Game
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