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Re: What are you working on?
[Re: Pappenheimer]
#389402
12/13/11 21:24
12/13/11 21:24
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Joined: Apr 2007
Posts: 3,751
Canada
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Thanks Yes, the goal is a physic puzzler similar to Crazy Machines, but with constraint and motors and stuff. Mainly to test Vinters Chipmunk integration before the 0.4.0 release (I don't plan to create a complete game here). Sounds are a long term goal too, but they have to wait (Sound is planned for Vinter 0.5.0, but I have to read about OpenAL before). These projects really help to fix bugs in Vinter, for example I fixed three bugs while hacking this together.
Last edited by JustSid; 12/13/11 21:25.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: What are you working on?
[Re: Redeemer]
#389413
12/14/11 02:13
12/14/11 02:13
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Your demo reminds me of The Incredible Machine (which, as I found out on Wikipedia, is very similar to Crazy Machines). With some more objects and few objectives it would make a nice tech demo for Vinter. exactly my first thought. The basketballes specially
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Re: What are you working on?
[Re: Joozey]
#389414
12/14/11 02:23
12/14/11 02:23
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Joined: Apr 2007
Posts: 3,751
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Working on it! Adding new props is luckily as easy as adding a new XML file... oh wait. The only problem is that I'm lazy and that I first wanted to test the three basic types (wheel/ball, box, static segment). I just added a way to add new props to the level and to delete old ones, so that I don't need to create the level in code: (The popover was programmed by a guy named Werner ( https://github.com/werner77/WEPopover )) Redeemer, I never thought of it as being a techdemo, but thats a great idea! If I finish this small project far enough, I will certainly add the source to the Vinter repository.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: What are you working on?
[Re: WretchedSid]
#389416
12/14/11 04:15
12/14/11 04:15
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Posts: 3,751
Canada
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FYI, you are all mean people! Instead of sleeping like every normal person, I couldn't get the sound thing out of my head and started reading everything OpenAL related from ADC (Apple Developer somethingwithc). Good news, I have sound now. It needs some cleanup though before I can push it to the experimental branch (plus I need to fiddle out the changes I can push to the master branch... meh). So yeah, thanks for making me tired!
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: What are you working on?
[Re: Joozey]
#389420
12/14/11 04:34
12/14/11 04:34
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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So yeah, thanks for making me tired! You're welcome. It needs cats and bowling balls. And Mel!
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Re: What are you working on?
[Re: Redeemer]
#390617
01/03/12 05:35
01/03/12 05:35
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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I was away from my computer for nearly two weeks over Christmas. Wasn't happy about that. All I had was my backup USB drive and my brother's netbook, which can't run KarBOOM, so I decided to learn some stuff that should be valuable for my next game: I'm pretty adamant that my next game will run on Windows, Mac and Linux, whether I get to use GS for it or not. My engine's lacking a bit -- my mesh importer doesn't calculate tangents yet, so no normal mapping, and I have to work out some kinks in the transformations. But the entity/mesh/shader/texture system is flexible and it seems to work on Linux and Windows (I haven't tested Mac yet). Now that I'm home and have access to my development computer, though, I'm back on KarBOOM in GS -- need to bust out more updates and finish it! EDIT: Tangents work, normal mapping works, using custom matrices instead of the built-in ones now, and the car shader now does everything real-KarBOOM's car shader does: I'm not porting KarBOOM -- it's still very much a GS game. I'm just using what I've already got in GS as the benchmark to make sure my engine is working as it's supposed to. Now -- really -- back to GS KarBOOM!
Last edited by JibbSmart; 01/04/12 16:13.
Formerly known as JulzMighty. I made KarBOOM!
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