Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
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Aardvajk
December 20, 2016
Compile time "polymorphism"

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…

3,295 views
Aardvajk
December 18, 2016
Om scripting revisited

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…

2,080 views
Aardvajk
November 05, 2016
Bow and Arrow beginnings [updated]

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…

3,698 views
Aardvajk
October 29, 2016
View Mode implementation and wittering

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.

Read more in Journal of Aardvajk

3,206 views
Aardvajk
October 23, 2016
Rag Doll is back

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 …

2,737 views
Aardvajk
October 16, 2016
Mumbling about the Camera system

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 …

3,965 views
Aardvajk
October 07, 2016
All Kitted Up

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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Aardvajk
October 03, 2016
Quick Video

Just a quick video showing off the currently-implemented features.

Preparing a write-up of the kinematic character controller for publishing soon.

1,635 views
Aardvajk
October 02, 2016
Player character re-implemented



So the player controller code is effectively rewritten back to the level it was at before. The player can stand still, turn on the spot, run in any direction, walk in any direction (stopping at edges), jump and fall with air control…

2,554 views
Aardvajk
September 28, 2016
Edge Detection in my Platformer

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…

2,906 views
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