Friday, November 28, 2014

Bloooooggggggggg

       OMG I'VE BLOGGED SO MUCH, 10 game dev blogs, 10 philosophy blogs, Thank you Saad, 5 should be the standard. I have to say, thinking of what to write about is probably gonna take longer than writing this blog. Game engines is a weird hybrid of what I imagine two people debated about us learning. Someone wanted to teach us how to make our own engine, and someone wanted us to use a pre-built one. So they gave us a course where we use a pre-built engine by the guy who made the engine, so we get to have some of the process or ate least the theory of making it. Instead of learning how to make engines, we learn general infrastructure which I would say is a step of a flight of stair for making engines. Otherwise it really feels like Hogue's courses but replace spritelib/openGL with 2Loc. Fingers crossed for the Exam.

      This semester is coming to a close and the game's key components are all in the bag. Next semester is going to be just simple game balancing and content addition. Well of course some networking features as well. There is where the fun is gonna be. Fiddling around with game basic design and mechanics is my favorite part of programming personally. Honestly I use to sit around computers class and just practice making Space invader A.I, and screwing around with how my ship interacts.

    Before that though I have to worry about some homework questions, if all turns out well, I'll  complete the hard versions of the physics, Pong, and solar system questions. The physics question should be no trouble. Simply import 3 models, a car, barrel and bullet. Spawn both cars, cannons position is related to the car, but its rotation is not. Some simple ball launching physics, nothing more complicated that a quadratic formula based on cannon angle and power. from there a simple collision box around both players and that ones pretty much done.

Pong can be seen as a harder one based around the neon glow. I'll also have to change the ball color, but that's an easy one. The only way I know of doing the neon effect is to create some sort of section that renders as glowing ( on a more complicated model you'd do a glow map like a normal map) from there you'd have a render pass just for blurring out the areas that are suppose to glow and have that on top or underneath your final render.

Finally the Solar system is just a lot of little work, having the text show up, selecting the models with your mouse. Nothing overly complicated.

1.5 Years left woooooooo.

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