The mis-adventures of a new Game Developer.
Daily 10/07/03
Published on October 7, 2003 By Mudflap In Software Development

Sorry for the lack of updates. I've been off in a deep dark hole recently.  Now I'm coming up for air just to let you know what I'm doing.

We're done with the demo so I can devote some real time into getting big parts of the engine together. Right now it's the animation system that needs to be overhauled. We want to animate a bunch of things in the game.

  1. Ship idle (hover)
  2. Weapon hardpoints
  3. Weapon firing animations
  4. Particle systems

I want to get this all down in a standard way. This should be the final time we touch meshes. It'll definately take some time and effort to get it done right. I'm using the code from Jim Adam's "Advanced Animation with DirectX". It's a great book. I highly recommend it. It demystified a bunch of stuff for me. Plus he's got a working replacement to D3DXLoadMeshHeirarchy.

I managed to fix a couple of little bugs today. Nothing much, but things that were bugging me for a while. First of all, I like to write code with no warnings or errors. I like to fix any I see as they come up. I also fixed the viewports so that the 3d view has its own viewport and when you zoom in, it zooms to the center of the viewport, not the entire screen. It's more natural that way.

I had a discussion with Cari about how to do FOW. I think we've come up with a solution that works and is extendable to other things we want to do.

Got a cool demo from the Max 6.0 people. Cool technology for the artists, but nothing really cool for the programmer unless you license the Havok engine. Not something we're going to do in the near future.

Anyways, enough talk. I've got to get back into my hole. Bye...

Oh yeah... A lot of Halo going on around here. It's sweeeet!!!

on Oct 08, 2003
Very cool. Looking at the long view is definitely the way to go. It's always tempting to just do what's expedient and then pay for it forever.

In Entrepreneur, because of a deadline, we implemented the unit moving in a very hackish way that turned out to be so limiting that if we do a Corporate Machine 2 (TCM was the sequel to Entrepreneur) we'll have to basically start from scratch -- i.e. there's virtually no game code that's salvageable.