Saturday, November 24, 2007
Box2D for D, take three
Alright, the java port was not giving me the correct output that I wanted. So, I decided to take the C++ D port, remove the memory management code, and implement the java solution for dealing void*'s. Now I'm getting an assert error. So, what I'm going to D, is mostly use the C++ version to base off of, and trace the C++ code versus the D code to see where I have gone wrong.
Monday, November 19, 2007
Box2D for D, take two
Alright, so I become stuck on box2d4d not only with the custom memory management code, but also with all the pointers, of which Erin Catto is a fan of. I didn't really have time to deal with the pointer problems, so I'm taking a different strategy.
There is already a java port of box2d, so I'm taking that code and porting it to D. I already got it to compile. After I get some examples working, I will then add doc comments, upgrade it to the latest box2d version, and perhaps the re-implement custom memory management.
The box2d4d project already has more files than my own ArcLib project has, to give an idea of the scope of the project.
There is already a java port of box2d, so I'm taking that code and porting it to D. I already got it to compile. After I get some examples working, I will then add doc comments, upgrade it to the latest box2d version, and perhaps the re-implement custom memory management.
The box2d4d project already has more files than my own ArcLib project has, to give an idea of the scope of the project.
Thursday, November 15, 2007
TankWars Development Update
The media is almost all complete. All required sound effects, and still images of the tank, helicopter, and person, as well as missle and tank shell. We have some tiles too. We still need person/tank/helicopter fire muzzle flash, destroyed vehicle art, and some dirt tiles.
Also, the XML level reader and writer is 90% done, the last 10% will just be testing it to see if it works.
My next task is to hook up the editor with the level reader and writer.
Also, the XML level reader and writer is 90% done, the last 10% will just be testing it to see if it works.
My next task is to hook up the editor with the level reader and writer.
Tuesday, November 13, 2007
ArcLib get's a logo...
Keyframe win's the logo contest! Many thanks and appreciations to all those who entered. It was a difficult toss up for me between CodexArcanum's logo and Keyframe's logo, but I feel that Keyframe's logo has a more professional look, and indeed more professionalism will be the theme of the Arc v.3 release as I believe that will be the first one on which real work can start being done with games and such as things start to stabilize and the scope of Arc is realized.
Tuesday, October 30, 2007
ArcLib Logo Contest Final Showdown!
The ArcLib Logo contest final showdown has begun! There have been a lot of good logo submissions, and there is still time to submit a new killer logo.
Here is the link to the final logo contest thread. As you can see, if you decide to submit a logo based on the specifications given in that thread, you can guarantee you'll win if you submit the only one and it is somewhat decent.
Good luck!
Here is the link to the final logo contest thread. As you can see, if you decide to submit a logo based on the specifications given in that thread, you can guarantee you'll win if you submit the only one and it is somewhat decent.
Good luck!
Monday, October 29, 2007
TankWars Editor Interface Complete
I've completed the TankWars level editor interface... you can now change the tiles on the tilemap and place game objects on the screen such as Tanks, Helicopters, and rocks. My group member is working on loading and saving a level with XML, and once that is done, the editor will be able to load up levels, edit them, and then save them back as XML files.
The editor is really simple and consists only of 'hotkeys' to edit. The most difficult part for me was simply trying to think in terms of a scene graph, but that took me a day or so and then I figured it out. The way I have my scenegraph set up right now is like so...
WorldTransformNode
-> TileMap (draw all the tiles)
--> Mouse notify node (sends signals to tilemap when mouse is clicked, gives relative mouse coordinates to the tilemap, based on transformation)
The advantage of the scenegraph is not having to calculate transformations myself, which saves a lot of hassle and is worth it once it is figured out.
Also, one of the aspects of Arc v.3 that I'm looking forward to is a large reduction of code without any loss of features :) This will be accomplished by moving all physics code to another project, simplification of the scenegraph, and reliance on Tango's template containers, as well as a possible re-factor.
The editor is really simple and consists only of 'hotkeys' to edit. The most difficult part for me was simply trying to think in terms of a scene graph, but that took me a day or so and then I figured it out. The way I have my scenegraph set up right now is like so...
WorldTransformNode
-> TileMap (draw all the tiles)
--> Mouse notify node (sends signals to tilemap when mouse is clicked, gives relative mouse coordinates to the tilemap, based on transformation)
The advantage of the scenegraph is not having to calculate transformations myself, which saves a lot of hassle and is worth it once it is figured out.
Also, one of the aspects of Arc v.3 that I'm looking forward to is a large reduction of code without any loss of features :) This will be accomplished by moving all physics code to another project, simplification of the scenegraph, and reliance on Tango's template containers, as well as a possible re-factor.
Tuesday, October 23, 2007
TankWars Update...
Here is a little update on my semester long class project that is now 'officially' started.
The TankWars main screen is pretty much complete, it just needs a 'resume' button and a title. It has a 'New Game' button, an 'Editor' button, and an 'Exit' button. When the new game button is pressed, it takes you to a screen that shows a TileMap in a world transform node that can be controlled with the players keys.
Nothing too fancy yet...
I myself am semi-new to the scenegraph in Arc, I havn't really done too much with it until now. I got myself running with it pretty quickly from the scenegraph test, however. The scenegraph is probably not the most newbie friendly concept, and today I thought that it might help to store a scenegraph scene in an XML file and have some sort of scenegraph builder program. It would shorten the users code dramatically, and the scenegraph could be seen visibly as it should be. Until then, ArcLib users need to be pretty proficient in programming to use it.
The TankWars main screen is pretty much complete, it just needs a 'resume' button and a title. It has a 'New Game' button, an 'Editor' button, and an 'Exit' button. When the new game button is pressed, it takes you to a screen that shows a TileMap in a world transform node that can be controlled with the players keys.
Nothing too fancy yet...
I myself am semi-new to the scenegraph in Arc, I havn't really done too much with it until now. I got myself running with it pretty quickly from the scenegraph test, however. The scenegraph is probably not the most newbie friendly concept, and today I thought that it might help to store a scenegraph scene in an XML file and have some sort of scenegraph builder program. It would shorten the users code dramatically, and the scenegraph could be seen visibly as it should be. Until then, ArcLib users need to be pretty proficient in programming to use it.
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