Added today fully working raycasting for collisions. So shooting works against maps and characters.
Posts from October 2009
Proof of concept of 2D real-time Field of View based on raycasting. What do you think?
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12 basic principles of animation defined by the 9 Old Men. The one’s useful for me now are 1,5,6 & 7.
I optimized the shit out of the shadow casting algorithm. I had to do it after I realized that the shadows aren’t just a gimmick but they will be one of the defining elements in Link-Dead’s gameplay. I got rid of the nasty square roots and other unnecessary calculations. The result is shown on the video. Each ball has a light attached to it. The framerate drops by half after about 100 lights/balls. It is a really good optimization (there won’t ever be that many lights). Also the balls have now corrected physics collision responses.
(open link for better quality)