Not much to be said or shown, Tmth is drawing a lot lately, including some awesome stuff for the Warp Speed project, which by the way, has it’s own website: http://warpspeedgame.com/
Not much there yet, but it will change over time.
I, on the other hand, am slowly learning new stuff, currently it’s mainly OpenGL and realistic collisions. As a side effect of this, an early version of our own graphics/physics engine – The Double Engine, should be ready in a few months.
As a footnote, a little clarification on the subject of Trajectory, which was supposed to be our first game. It was written in Python and Pygame, and long story short, the coding sucks.
We decided that releasing the game in this state had no point, so I’m waiting to rewrite it in C++ some day. This will probably happen when The Double Engine will be ready enough to handle such a game.
This is also an annoucement: Double Dude Studio is now working on Pordesign’s (authors of awesome, and I mean HEAD-BLOWS-UP LEVELS OF AWESOME Gusanos mods: ProMode and Gusanos III Arena) Warp Speed.
Anyway, here’s automatic rapidfire shotgun concept made by yours truly, Tmth. I’ve followed Coro’s tutorial on gun concept drawing from Massive Black. The first one was eventually chosen and I’ll be posting as the work proceeds.
My first ragdoll physics engine has gone pretty well. In half a day I was able to do the following simulation from scratch.
Disregard the crappy framerate, the screen capture utility is eating up a lot of computer resources.
Different parts of the body can have different mass and joints can have limited movement freedom. The only thing missing is angular friction, which I still don’t know how to implement in this particular case.
The code is in Python (with input and display being handled by Pygame) but it should be fairly easy to port it to any other language. Everything is class based, so adding different bodies and using the code in any game in need of ragdoll physics is almost a matter of copy-paste.