I know this update is long overdue, but it has been for this reason: I've changed projects. That's right, I'm indefinitely delaying the Quicksilver project in favor of a more promising and rewarding one: Xsera. Xsera is the port of the Ambrosia Software game, Ares. Because the game has been open sourced, I will be working with a team of developers to create this game not for profit, but for the benefit of the experience that it will give. Details on the Xsera project are here.
What does this mean for The Undeveloped Story? Well, I hope to continue the Quicksilver project in the future, but until I finish Xsera, it will have top priority. I will continue to update The Undeveloped Story with the project on this project, along with other programming updates that I find important.
Showing posts with label programming. Show all posts
Showing posts with label programming. Show all posts
Saturday, January 17, 2009
Saturday, August 30, 2008
Physics Phigured out!
It's been quite a while since I've posted now, and it's also been quite a while since I last made any progress. This is in part due to my extremely busy summer, traveling everywhere and probably sleeping more out of my own, comfortable bed than in it.
Anyways, today I was able to make significant progress and figure out how to add a physics engine, Bullet, to the Quicksilver Game Engine. Bullet appears to be a high-class, commercial-use physics engine. On top of that, I'm going to be using PAL, which stands for Physics Abstraction Layer, to dissect Bullet and make it easier to use (did I mention that Bullet comes with collision detection, too?). With both of those added to my project, I am a giant leap closer to having this engine completed.
Anyways, today I was able to make significant progress and figure out how to add a physics engine, Bullet, to the Quicksilver Game Engine. Bullet appears to be a high-class, commercial-use physics engine. On top of that, I'm going to be using PAL, which stands for Physics Abstraction Layer, to dissect Bullet and make it easier to use (did I mention that Bullet comes with collision detection, too?). With both of those added to my project, I am a giant leap closer to having this engine completed.
Labels:
Bullet,
game engine,
PAL,
physics,
programming,
progress,
quicksilver
Monday, June 9, 2008
Phiguring out Physics
Progress has been slow recently due to the necessary implementation of a physics engine, specifically for collision detection. The reason that I say progress has been slow is because I'm having a difficult time adding the physics engine(s) to my project - let's just say they aren't Mac friendly. Anyways, after this week I should be able to get some serious time in and get this project rolling again.
Monday, May 26, 2008
A .3ds Reader Appears!
So the next thing that I've been working on for the QGE is a .3ds reader. This would allow me to load 3D files directly into my engine and make my job a lot easier. I've also been working on making .3dses in a handy little program called Blender. So far I haven't been able to create anything useful, because the interface is a bit confusing, but I'm reading a tutorial on it that claims it'll make me a pro, so hopefully I can make some pretty cool stuff with it. Anyways, I'd better work more on that right now and less on this!
Labels:
.3ds,
blender,
game engine,
programming,
progress,
quicksilver
Thursday, May 15, 2008
The Camera is Frustrating...
So recently I've been working on the camera on the QGE, and I can only either get the mouse to work or the keyboard. For some reason, the computer has trouble using the keyboard with the mouse code in place, and the same code works fine without the mouse code. I'll be working on this fiercely through the next few days, and hopefully I can get this settled and move on to bigger things shortly.
Labels:
camera,
game engine,
programming,
progress,
quicksilver
Saturday, March 22, 2008
The QuickSilver Game Engine!
Although I know near-to-nothing about game engines, I decided it would be good for me to try and make one, based upon my knowledge of how games work. The engine will be used to create 3D games displayed from a sky view, like a real-time strategy or third person shooter (with a high-angled camera) game. My first experiment will be to make a game somewhat like Darwinia, with slow-moving characters, resource and unit management, and basic attacking units, comparable to StarCraft with only Zealots, Marines, and Zerglings.
Labels:
darwinia,
game engine,
programming,
quicksilver,
starcraft
Welcome to The Undeveloped Story!
This is my new blog about how I haven't gotten squat completed in programing. I have a mediocre understanding of programming, and I'm hoping that blogging my progress will help me stay motivated and on-track. I also created the StarCraft 2: Immortal fansite, so I will be linking to that for file downloads. Information on what I am programming currently to follow.
Subscribe to:
Posts (Atom)