Author Archive

Trajectory tech demo

Friday, July 23rd, 2010

Haven’t had much time for programming recently, but I managed to put together this tech demo in my spare time. Tymek provided me with new graphics so the game looks much prettier than before. The demo is currently for Linux only, I still have some problems with cross compiling.
But enough of this silliness, the controls are:

  • blue player aiming – Q, A
  • blue player mine – D (hold to charge, release to fire)
  • blue player flare – F (hit a mine with a flare to detonate it before it reaches you)
  • red player aiming – Num_7, Num_4
  • red player mine – Num_5
  • red player flare – Num_6
  • zoom/unzoom – mouse scroll (looks quite awesome)

The objective of the game is to hit the opposing player with your mines 10 times, thus bringing his shield level to 0. When one of the players looses all his shields the game freezes. That’s because I’m too lazy to finish this right now :P the same goes for the lack of any menus, configuration etc.

Trajectory tech demo for Linux

Just download the tar.gz package, unpack it and run ‘trajectory’. If you encounter any problems, be sure to post the output of the game to the console in the comments.

Tip: You can, and should, use flares to defend yourself from incoming barrage. Try to time your mines properly so that they close up on your enemy from both sides at the same moment, this way he won’t be able to shoot them all down with his flares.

If you have anything to say about the demo, please do comment.

Double Engine – collision response & texturing

Thursday, April 22nd, 2010

Collision response is finally finished and I think I will concentrate on graphics and GUI instead of physics for now. The main reason for this is Trajectory which I want to port into the engine as soon as possible and the game makes no use of rigid body dynamics.

On the left you can see how collisions are handled now, some simple textures are also included.

Erik Neumann’s site ‘My Physics Lab’ helped me a lot, together with an article by Chris Hecker.

Some might have noticed the much better framerate of this video compared to previous ones, this is due to me getting a new gfx card, so this will be my standard recording quality from now on ;)

Double Engine – collision detection

Monday, April 12th, 2010

The physics part of the Double Engine is being developed, and today I believe to have finished collision detection between polygons of any shape. As you can see on the video each polygon consists of triangles, and all vertices are tested against an edge of another polygon to see if they are colliding with it.

In this example a vertex of one polygon (the circular one) collides with an edge of the other one (the triangle). Red point is the colliding vertex (and thus the point of collision) and the red line is the edge that collides with this vertex.

Disregard the collision response, it’s there just to show that detection works, it’s not supposed to be realistic yet. Realistic collision response will be the next step and I plan on having a complete rigid body physics engine.


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