This iteration of The Game is going well so far. I’ve gone through all of my previous, aborted attempts (though I seem to have lost the source to a couple of them, which is a bummer), looking at what I did Right and what I did Wrong. The checks in the Wrong column are more numerous than I would like, but I’m glad I did this. I’ve been able to avoid some of the same mistakes while tearing out the bits that were good, touching them up a bit, and reusing them. As a result, I’ve got a nice chunk of base code put together. I’ve been using it to prototype different features.
The big thing I’ve been working on recently is terrain. I’ve wrestled with this issue before in earlier iterations of the game and never came up with anything that really satisfied me. I got close last time, but I was missing something. Now, I’ve got it. In the past, I had been looking for complex solutions when the whole time the answer was really easy and staring me right in the face. What I’ve implemented is a very simple brute-force tile-based terrain. I haven’t implemented culling yet, but that’s going to get done at some point. I also haven’t implemented any sort of LOD and, really, don’t intend to. If I do find I need it, I’ll adapt Greg Snook’s interlocking tiles algorithm to what I’ve got. It should fit nicely. Once I get the terrain implementation to a presentable state, I’ll start posting screenies.
I haven’t worked this much on game development in a long time. I’ve had several days of uninterrupted progress. My class schedule has been fairly light, so I’ve had a great deal of time to code. I expect to get a lot more done over the next few days, provided no time consuming bugs crop up.
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