[2003-08-17] Thought of clever way to deal with bug whereby player can escape the arena through the edges. Then I tried it, found that it didn't work too well, and fixed it using a one-line solution that I thought of while on the toilet. Played with having the player modeled as a particle on a spring rather than having 'fake' bounce in the hover, realised that it wasn't necessary yet and would involve revamping certain things more than I felt like. Played with a 'flamethrower' effect yesterday. Seems quite doable, although would require me to have implemented animated textures to work well. Curse gray matter for raising the bar so much on that one :-) [2003-08-16] Collision detection is relatively functional at present. It's still only ray poly detection. Sphere-poly today. Then that will be done for the moment and I will have to find something more worthy to work on. I've had it highlighted to me how inadequate Config::Load is, so will probably rewrite that today. I intend to use Standard C++ Library strings, which is going to be a first for me. [2003-08-15] That was scary. I thought it was thursday. Anyhoo, today I will try and make collision detection work somewhere near properly, paving the way for funky scenery. You never know, someday in the future we may even get gameplay :-) In other news, my sister is stuck in Toronto (where the power is out). [2003-08-14] Greetings. I arrive on icculus.org, with my fledgling project Excido. icculus.org/excido. What's currently available shows gameplay in a wide-open arena. What I'm working on at this time is buildings - suitably cuboidal ones.