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So here is something I just discovered I can do in C++ that I didn't know about.
template class wrapper{public: wrapper(const T &t){ } int length() const { return -1; }};template<> class wrapper{public: wrapper(const StringEntity &e) : e(e) { } int length() const { return e.text.leng…
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Howdy.
Been quiet for a while but have been getting back into my scripting language compiler/virtual machine. No particular reason, just has grabbed my attention for the last few weeks.
Today I started adding support for range-syntax on strings and lists:var s = "hello";var m = [ "one", 2, 3.0 ]; o…
![Bow and Arrow beginnings [updated]](https://uploads.gamedev.net/blogs/monthly_11_2016/medium.blogentry-98449-0-05560500-1478334455.webp)
I've been working a little bit on the view mode with the bow this week. Not spent a lot of time on it but Saturday morning seems to be a good time to update my journal since I have an hour to work on the game and can't really get into anything else properly, so we are only about half-way through th…
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Now I have a chase camera working that can be assigned to move to different targets, I've been working on a "view mode" for the player. Holding down the right-mouse button moves the camera to a shoulder-view mode so the player can look around.
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in Journal of Aardvajk
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Just a quick post to say I've re-integrated my rag doll system back into the current iteration of the game. This is based on making a set of Bullet shapes from the current skeleton configuration on the fly, then handing control of these over to Bullet.
New feature here is that the new chase camera …
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In preparation for being able to do some stuff with the bow aiming, I've ripped out and rewritten the [font='courier new']Camera[/font] system for the game. I've split what was one system into two classes now, [font='courier new']ViewTransform[/font] which represents a position and orientation for …
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Decided to take a break from player/world interactions and look at something I've never tried before, namely attaching objects like weapons to the player skeleton.
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I've gone and ripped out all of the player controller code from my project with a view to rewriting it from scratch. The previous version was a fairly abstract state machine with each state represented by a class derived from PcState. While this nicely compartmentalised up the code, it led to a fai…