Bullet Physics is a great lib poorly documented.
I was working with a wiki example of ContactResultCallback derivated struct and I copy/pasted code from the wiki, that works for bullet 2.76.
Fun fact: doesn't work for bullet 2.81 because they added a Wrapper for the btCollisionObject, which is quite simple to update since all it requires is to add ->m_collisionObject to the example.
Yet, in a tutorial, nobody thought of updating that.
So I logged into the wiki to update that annnnnd:
The connection was reset
The connection to the server was reset while the page was loading.
Fuck this shit.
28.6.13
13.6.13
Think big, start small, grow fast.
Stopped working on Zem, started working on a small platform game project.
Why is that? Simply because it's smaller and helps me to understand how to integrate bullet physics gracefully, how to make some nice shaders, animate one mesh, organize my objects in classes (and maybe write headers one day and stop that "everything is public/everything goes in the main.cpp" habit).
Every bit of code is thought to be copy/pasted independently of the rest.
So far, character moves: http://www.youtube.com/watch?v=xos2MnVxe-c
Integrating bullet physics made me re-think the whole thing and now I think less "mesh" and more "physics" oriented.
Stopped working on Zem, started working on a small platform game project.
Why is that? Simply because it's smaller and helps me to understand how to integrate bullet physics gracefully, how to make some nice shaders, animate one mesh, organize my objects in classes (and maybe write headers one day and stop that "everything is public/everything goes in the main.cpp" habit).
Every bit of code is thought to be copy/pasted independently of the rest.
So far, character moves: http://www.youtube.com/watch?v=xos2MnVxe-c
Integrating bullet physics made me re-think the whole thing and now I think less "mesh" and more "physics" oriented.
5.6.13
Fun dev fact: you lose more time trying to integrate something badly documented or not adapted to your system rather than developing your homebrew solution.
3.5.13
9.1.13
2.1.13
1.1.13
GUI/Inventory progress
There will probably be 3 sizes of items: small, medium and large.
Example of damage indicator:
There will probably be 3 sizes of items: small, medium and large.
Example of damage indicator:
29.12.12
Finished an alpha version of the buildings builder.
It's not bug-free but it works well for now!
Finishing this paradoxically increased the to-do list:
Texture atlas, X and Z rotation, more shapes...
Download it here: http://triscales.com/zem_builder.rar
It's not bug-free but it works well for now!
Finishing this paradoxically increased the to-do list:
Texture atlas, X and Z rotation, more shapes...
Download it here: http://triscales.com/zem_builder.rar
20.12.12
Map customize menu alpha (lacking amount of trees, rivers, lakes, mountains slope/inclination, loots...)
7.12.12
7.11.12
GUI.
We all remember this:
Since there are some irrelevant parts, I modified it a bit, but left the watermark:
Added the stats/skill tab:
Added a belt:
We all remember this:
Since there are some irrelevant parts, I modified it a bit, but left the watermark:
Added the stats/skill tab:
4.11.12
Face merging, significantly improving frame rate. From 350 to 2300 FPS.
In a 15x2x15 map: from 20 to 100-160 FPS.
Work still in progress.
Update: Fixed bugs, works like a charm.
In a 15x2x15 map: from 20 to 100-160 FPS.
Work still in progress.
Update: Fixed bugs, works like a charm.
1.11.12
Mountain/Lake generation algorithm. Two parameters shapes the mountain's slope.
There is something messy here.
There is something messy here.
29.10.12
City generation algorithm
Update: New road algorithm
Update: new building algorithm.
50% 1x1 ; 16% 1x2 ; 16% 2x1 ; 16% 2x2
Test with a 4500 score:
Test with a 500 score:
Update: New road algorithm
Update: new building algorithm.
50% 1x1 ; 16% 1x2 ; 16% 2x1 ; 16% 2x2
Test with a 4500 score:
Test with a 500 score:
28.10.12
Subscribe to:
Comments (Atom)























