Defining Awesome — Development log
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  • Posts categorized “Development log”

    June 13th 2009

    Something I’m working on which might or might not get into the game : http://ping.fm/NcMlK

    June 11th 2009

    Arnold motivational video -> http://ping.fm/bjVZ8

    June 10th 2009

    Convex hull algorithm complete

    Here’s what I needed the convex hull algorithm for. The ragdoll is created automatically from graphic files. The limbs are split into separate files, processed by the algorithm and rigged into a Box2D ragdoll.

    hull

    June 9th 2009

    Any tips on programming when tired? I get 5 minutes of work done in 5 hours if its the case so its pointless. What can I do?

    June 2nd 2009

    I need a working approximate 2D convex hull algorithm. Anyone have one?

    June 1st 2009

    I decided to automate the process of creating characters for L-D. So the ragdoll will be created out of graphic files made by the artist.

    May 30th 2009

    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

    May 30th 2009

    After a short break I’m back to work on the animation. I need to simplify the biped first.

    May 28th 2009

    Wall Street Journal is catching up on my business model http://ping.fm/LnBLU why didn’t they mention me?;)

    May 27th 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).

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