I'm not a programmer, I just like to debug a lot

Posted on August 6th, 2009 00:22:43 by landon
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While I was testing out torpedoes (new weapon with a heavy particle effects bent!) I noticed several things had become broken wrt basic use of the battleviewer. :( So today I've been debugging and cleaning those right up.

Also, here's my latest youtube video:


Screenshot Update

Posted on August 2nd, 2009 05:51:25 by landon
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Short update, links to some screenshots of recent progress:


Particle Effects!

Posted on July 31st, 2009 19:32:49 by landon
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The past few days I've been working on particle effects. So far I have effects suitable for:

  • Laser firing
  • Engine trails
  • Warping in

I still need to work one out for explosions, but that shouldn't be too hard. Right now though, I'm working on getting the engine trails in place and firing properly when move events occur. There was a heck of a bug where the trails would show up on top of everything, but that was caused by a bad .material file for the flare texture I was using. Now it's just down to per-ship placement, which only needs to be done for the frigate's model now (6 seperate trails, urgh.) This has been taking a little longer than I wanted, but now that I know what's going on with particles, I should have a majority of this stuff done over the weekend and be able to focus on the other prettifying aspects of the client!


Battleviewer Video Two!

Posted on July 29th, 2009 02:56:29 by landon
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Short post here, this is just to show off the new video:


Time for an overdue blog post

Posted on July 27th, 2009 18:38:51 by landon
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Has it really been almost 10 days since my last blog post? What a hectic week.

To start off, I've worked and worked and worked on collision detection. It works now! In theory you can now have 20 frigates all jostling each other for the right to be at spot (0,0,0)

Aesthetic improvements? I've finally bit the bullet and split the battleviewer up into several files from its previous monolithic .py file setup.

Actionwise? Hitting next round actually queues up the correct rounds events now instead of reusing round 1 over and over and over again.

Oh, and now you can select the XML file you want to load at startup with the -f/--file option on the command line

This week I'm going to (looks at task chart), split up the scope of the viewer even more to accomodate reloading in-viewer, find a way to highlight the current event going on, and check into borrowing overlays from the main 3d client to represent damage with (oh, that reminds me, I need to look into particle effects too!)