The new biped went on a high-class weight training program, ate a lot of whey and gained some mass. Here’s a pic http://ping.fm/DtdF8
Posts from May 2009
Good code looking good
Tile Engine for Link-Dead is complete. It was one of the hardest things to accomplish code-wise. There are a couple things I did differently for this and I want to write it down. Also I want to share what I’ve learnt from making it.
This is not a typical tile engine like in most sprite games. This is a tile engine with the tiles being prerendered and transformed into Box2D physics data for handling collisions. I’ve been programming this for a couple days for more than 6 hours each day (it’s amazing how much you can accomplish if you just sit and code).
Current ideas
Here are some things I have been thinking about lately for Link-Dead. Sigvatr, if he’s not fantasizing about Ed Gein, is probably too, but I don’t know for sure cause he doesn’t have teh internetz at the moment.
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Cave generator fun
Just a simple gif:
Large map and cave generator test
To test out the new tile engine I made a simple yet effective random cave generator. Here you can see a video of a physics-based character walking on a very large randomly generated map. The map size here is 13312×13312 pixels and was generated in about 23 seconds. The world size can be of course infinitely large (well as large as your hard drive). This is possible because I only stream the part of the map that is needed at the moment. On the video you can see that there is only part of the map visible at any given time. This is to show you how it works. New map parts are loaded when needed. Of course in the full game the loading won’t be visible at all.