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After changing to the Mercury Particle Engine (MPE), I was able to get a handle on the way I wanted my particles to look, but I am having an issue with the way it is drawn. It uses a transformation matrix, which I was able to make work for my camera, [...]
I switched my code from 2.01 to Trunk and this is the issue that I get. I have made no changes to the code, and am not doing anything to my actor block. Once he is set in motion, he never stops.Cast: Erik BriggsTags: Farseer, physics, bugs and [...]
I finally fixed the camera class and the debug view of the physics engine to work properly. This was nice to finally see things the way they needed to be. The camera tracking the player (block) without going past the level was important.
Date: [...]
I added fire particles for the fire block. This is a fun milestone because it adds to the visual style I was hoping to get. This still doesn’t match the look I intended, but it is a step in the right direction. I also discover some immergent [...]
Introducing the particles. The graphical style I have picked for the game definitely will require particles. I picked DPSF after playing with a number of particle systems for XNA. The results are fun, although it is more of a proof of concept than [...]
I attempted using a patch which is supposed to cut down on excessive collissions. It definitely doesn’t work the way I expected, but the results are funny.
Date: March 11, 2009Cast: Erik BriggsTags: video game, prototype, farseer, physics and [...]
New version of Jing creates better performing videos. I still have problems with only a single joint being created, rather than many. Still has performance issues.
Date: March 10, 2009Cast: Erik BriggsTags: video game, prototype, farseer, [...]
Now I added the ability for all the blocks to adhere to one another using joints. Due to me being inexperienced, the method I use to do it is largely inefficient. We see some new performance issues with the way I set things up.
Date: March 8, [...]
I now added the ability to switch the block selection, so you can rotate between the blocks on screen. I also made a larger set of boundaries to have my playground in. Block selection will be a big part of the game, so this is a good [...]
I made the blocks able to interact with each other now, rather than having a bunch that are static. We then get to see my first bug . NaN errors are always fun.
Date: March 6, 2009Cast: Erik BriggsTags: video game, prototype, farseer, physics [...]
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