Archive for July, 2009

SFML Update

Thursday, July 30th, 2009

Updates:

  • •The code has been completed cleansed of Ogre and compiles fine.
  • •Simple SFML interface done as well as initial versions of all planned interface elements.
  • •Mission interface fleshed out.
  • •Lots of little fixes to old code.


Next up, I’ll be writing our data manager and designing the database.

Comicon

Sunday, July 26th, 2009

Hey everyone, we just got back from Comicon ‘09 and I had a freaking blast. The highlights:

*Getting to see Matt Groening and David X. Cohen talk about Futurama.


*Joss Whedon talking about Dollhouse, ranting about “those in power” and the “lost” episode of Dollhouse that was fucking amazing.


*Getting an autograph from Brian Posehn, one of my favorite stand-up comedians this decade. Felt like a dick because, after hearing from my ex that he was on the exhibition floor, I searched for him and followed him around building up the nerve to ask him for it.


*Got to see Ray Bradbury speak, which was a treat. He waved back at me when I waved at him. He talked about space exploration and that he wanted to be buried on Mars, etc.


*The motherfucking Venture Bros panel. I had to sneak into it because I went to the wrong room initially and so yeah, the room was full and security was telling everyone they had to get out of line because the panel was full. So I snuck around them, opened the door, dashed in, and hid in the crowd because I was not missing this one. It was the panel I was most looking forward to. Doc Hammer, Jackson Publick, and the VA’s were hilarious and the panel was mostly them just fucking around being funny.

I think next year or the year after, I’d like to have a Zion booth there or perhaps at a more game-related con but we’ll see.

Engine Work, Changes

Sunday, July 19th, 2009

So, a lot of work I mentioned in the last update got done - the EventQueue at this point is incredibly robust and the engine is a lot more ready for use with AI scripts and network communication, should we eventually implement multiplayer. However, I’ve decided to simplify the graphics engine into a 2D form and so, as time has permitted, I’ve been working on implementing the 2D engine using SFML 1.5. Haven’t put more than 10 hours into it but I’ve already written the code for buttons and the lion’s share of code implementing sprites and sprite animations. Just a few more small/easy objects and the base GUI elements will be done and I can build the interface. Then, I’ll be implementing the db code I mentioned in the last post which is our implementation for dynamic file loading to make the engine more flexible.