Another area of the game I managed to work on over xmas was collision detection. At first I tried to get Box2D to work with my game, while I liked what all the test examples achieved; I was not able to get the same quality from my own implementations. Further to this I felt that… Read more »
Posts Tagged: Collision Detection
Dissertation: Christmas Log 2
I’m going to keep this one short and sweet as I have done quite a lot since my last update. Writing one post on everything that I’ve implemented and changed in my dissertation to date will be too long, I also want to do an individual post on some topics as I want to go… Read more »
Dissertation: Christmas Log 1
I realised I that I haven’t wrote a blog entry in a while and the last one I wrote stated that I hadn’t done anything, which doesn’t look good on my behalf. But fear not, I have been working. Since my last update I have changed a lot of my code. I found that the approach I… Read more »
Dragons at Dawn: Creating Boss Monsters, Like A Baws!
Looking at the date of my last blog post and comparing it to today’s date, I took longer off then I had previously intended. I blame this entirely on Valve and their Team Fortress 2 game, which I have become addicted to playing again. Today however I did make some more progress with the game,… Read more »
Dragons at Dawn: Leaps and Bounds
Yesterday I made a huge amount of progress on Dragons at Dawn, so much in fact that if I did my normal style update about everything I’ve changed, it would go on for a while. To keep things short and sweet I’ll just bullet point them with a short description afterwards. Improvements to the parallaxing… Read more »
Dragons at Dawn: Collisions and Ai
Now that I have the game fundamentals working the way I want to; the next step was to add in some other entities into the game for the player to interact with. Today I added in one new entity; the Dragon. At the moment it’s just a simple enemy that flies in the opposite direction to the… Read more »