What I did today

Implemented a thunder ball in Blox, my 3D game (WIP). Warning GIF size is 8 MB.

http://giant.gfycat.com/SmugEnchantingAmericancreamdraft.gif

Gfycat Link

Scaled up my medieval sim to 10,000 actors two nights ago, and found that logic per frame was “only” taking 1800 ms. All of the entities are instructed to move around, which is one of the more expensive things they could do, especially as the world size is only 0.25 square kilometers.

I worked on improving that and have got logic time down to just above 20 ms which is OK (as I’m targeting 30 FPS) but not great. Hopefully some tweaks to broad-phase collision detection will get that down below 20 ms. After that I am re-enabling multi-threaded game logic which should get me down to ~5 ms. My goal is 2 ms. To get there I may have to introduce some approximations to the sim.

I need the logic to go as fast as possible as I want the player to be able to fast-forward the sim, like you can in UFO: Enemy Unknown. The trouble with a sim is that often, interesting things are not occurring. with a 3 ms logic time, I could let payers go to an x10 fast forward.

Just finished another video of Praxis LIVE in action, this time with 3D, video and some GLSL.

Don’t worry, I’m not planning on doing one every day … and anyway I’m running out of music to put to them! ;D

DGKrCdGIOx4

I finished the inventory code so that multiple people can modify an inventory’s contents at the same time. Just to prove to myself I actually did something right I implemented a chessboard! Chessboard move validation not included although my friend is working on that. I also wanted to see if my animation index thing worked so all of the pieces on the image below are actually the same item (white is an item, black is an item) and the amount of items in a stack actually determine the texture used!


http://i.imgur.com/KvIqtzl.png

Click image for full resolution.

Opened and closed eclipse

Did exactly that, only with Brackets and IntelliJ :smiley:

Did some work in Shel*:

http://zippy.gfycat.com/MealyUnfinishedAnglerfish.gif

Working on releasing a library so that text adventure games can be made with it but I’m not sure when.

Achieved 200 days of GitHub streak!

And I made these assets in Inkscape for my MiniLD game:

I’m now excited a bit ::slight_smile: Woo!!

I think the police car should have a little red on it, perhaps red lines on the sides? ::slight_smile:

Look good, but are the darker sides meant to represent shadows? Seems odd to me that the white cars are the other way around.

I don’t think you can see what’s on the side, maybe I’ll try to add diagonal red stripes to the front and back of the top of the car.

Gotcha, you got me! Dunno why I changed that, indeed they are meant to be shadows. Not shadows actually since they are usually under the car, but they are glossy as they are brand new cars purchased new for every new game. Will change that, thanks!

Here is the progress so far, I got a new road texture (made in GIMP, took me 2 hours to get the cracks right).

Warning: Image very large (17 MB). Try to use Gfycat instead.

http://giant.gfycat.com/LoathsomeThickEarwig.gif

Got the infinite rolling background, and basic player car movement in the image.

Composed a new track for a new Sky Biome in TritonForge, but not showing that content,

Also, I decided to revisit my fantasy Sonic character from years ago when i first started game making,
Cyclone The Hedgehog, Prince of the Sky Land Tribe

Always fun to dig up old memories :smiley:

Today, I had to write this.

Cas :frowning:

Oh dear… I am so sorry. Stay strong.

Heart breaking, sorry for your loss.

:’(

JGO supports you :’(

:frowning: I’m so sorry for your loss, Cas. Your brother gave a wonderful gift to the 4 others and I’m sure it means more to them then they could ever express. Stay strong

Sorry to bring it down on everyone :-\ Though this has been the longest community I’ve ever been a part of. 15 years or so! I feel just sort of gently supported knowing you’re all around doing your things.

Cas :slight_smile: