Finger info for email@example.com...
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 :-)
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.
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).
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.
When this .plan was written: 2003-08-17 14:02:51
.plan archives for this user are here (RSS here).
Powered by IcculusFinger v2.1.27
Stick it in the camel and go.