Asteroids! blogLatest post - 14/Nov/2011 -
Giving shape to the world - One step closer to the dream.
Latest demo - 07/Nov/2011 -
Framework-0.0.8 - Moved to zip files so that people didn't have to deal with unpacking 7z files.
Now with
This should give the people that can't see the videos a glimpse of what I'm working on.
Basically, I started out with the grand, ridiculous dream of building a procedural universe. A sci-fi sandbox to fit an Elder Scrolls sort of open ended RPG into.
While this remains the ultimate goal of this project, it would be unrealistic to hope to reach that point on the first go. Instead, for it's first iteration, I want to make a relatively simple 'Asteroids 3D!' game, with newtonian physics and blastery, crashing (into the asteroids, hopefully not the computer) fun.
While still pretty up there in terms of difficulty, especially for a single developer's first attempt, it should be achievable in a reasonable timeframe.
The project's overarching goals, however, require a pretty robust framework be put in place. So that's what this project is about; trying to figure out a program design that will be extensible, flexible, portable (though this is low priority) and powerful enough for my needs, while still keeping it fun and focused.
My tools are the OpenGL SuperBible 5th edition, Code::Blocks, MinGW, SFML, GLEW, and Git. And not enough free time.
I'm keeping a blog detailing my efforts
here. I began writing for myself, so it can be difficult to follow at times, but I've been improving in that regard.
It recounts my struggles with NeHe's tutorials and SDL before I knew anything about shaders vs. fixed pipeline. In this regard, the SuperBible has been awesome. Highly recommend it to anyone who wants to work with OpenGL. It also has a nifty library and tutorials I've been canibalizing as I go.
I had a GitHub repository but I started using BitBucket instead. TortoiseHg is a much nicer GUI, I think. I want to clean up the code a bit before I let other people peek a it, though. It's an embarrasing mess of spaghetti right now.
--- Updates ---
Monday, November 14th, 2011
Giving shape to the world - One step closer to the dream.
Monday, November 7th, 2011
Been a while. New demo out
Lighting now works. So shiny!
Looking good. Looking real good.Framework-0.0.8 - Moved to zip files so that people didn't have to deal with unpacking 7z files.
Monday, October 10th, 2011
New Demo out! Now with collision detection worked into it.
Framework-0.0.7 - Bouncy
Also posted on the blog, how space partitioning helps cut down on the computation required for collision detection.
Collision Detection - Part 3 - Space Partitioning - Divide and Conquer
Monday, October 3, 2011
Been a busy week, couldn't get a lot of work in, but I had time for an update to the blog.
Collision Detection - Part 2 - Resolution - What do we do after detecting the collision?
Monday, September 26, 2011
Collision Detection - Part 1 - Detecting it - I'm going to spend a few weeks explaining how I go about doing the collision detection in the program, with hopefully a working example by next week.
Monday, September 12, 2011
Framework-0.0.6r - Shooting is important.
It's full of stars! - Working on the background, so I can get rid of the green lines.
Deus Ex is fun, but it kills productivity.
Monday, September 5, 2011
Framework-0.0.5.1 - Got the chase camera working. Switch with C. Exit key set to P to avoid quitting by accident.
Saturday, September 3, 2011
New version is up!
Framework-0.0.5r - Cockpit view; camera now moves about the world. The ship itself isn't visible while in this view (currently). Got a background to keep yourself oriented and spread a few spheres about to spice things up.
Next up, working out why the chase view is being difficult.
Wednesday, August 31, 2011
Last update for today:
Framework-0.0.4r - Now with angular momentum!
Wednesday, August 31, 2011
After quite a bit of work, undoing and redoing stuff, I have a working demo:
Framework-0.0.3r - Sphere Edition
Framework-0.0.2r - Triangle Edition