Saturday, February 12, 2011

Progress

Quick Update.
Implementations.
Update by player to allow future network development.
Camera.
Current WIPS
Very simple scripting language.
Console being added and planning on putting in an onscreen keyboard both QWERTY and TXTstyles. Good thing is will be able to use some predictive function already in the engine. Will mean a re-write of the debug pipe but will make debugging easier.
Future implementations.
Render textures and gradients to polygons.
Debug context loader.
Completion of sprite batch and deferred renderer.
Particle engine.
Prefabs shaders and post compile shaders.
Sound inclusion of XACT audio and external audio.

Tuesday, February 1, 2011

Polyfun

Finally added Polygon and primative functionality into the engine.
Also added a console system however after all the changes it's probably about time I considered a re-coding the whole thing. I find it's the best way to find bugs.

Tuesday, November 23, 2010

Things


Top to Bottom, Mersenne Twister, Multiply With Carry, System, Nth Random Number


Still building. Have to really start on the graphics and though I have much ready to go in there are a few kinks to work out but it will all come about; That being said had a bit of a give up momenent so I just extended the math class and added a cool RandNth(int n) that will return a random number for a given value of n.
Could have some uses, Yes I am aware it needs work.

Thursday, November 18, 2010

Structure.

every thin is going vry well the basis of the system is working the utilities are building up the whole system has been revised and modified but as i'm finaly getting into the graphical and most important aspect of the engine I keep noticing that every thin I add could have been placed better on a lower level of abstraction thus making certain code though easy to use essentialy redundant and even worse forces me to extend additional code thuscausing code bloat. Being this is the case I plan even though I dont want to begin a seperate project which is basicly BadKid.Pure

Friday, November 12, 2010

Doubles

Lots going on codewise. as stated have gone over lots of potential issues and augmented a lot of code. Funnily enough the code has shrunk but has still almost doubled since I last checked. I have virtually promoted everything that was once float based to double based and am still continue to chang things around. I want to make the base of what I have easy enough to follow and understand it features.
Anyway more to do.

Tuesday, October 19, 2010

Cleanup

Well path finding working just right. Now as I said i must clean up and go bug hunting.
That aside I have just registered badkid.wikidot.com an will be using this to explain and document the BadKid Game Engine API.

Friday, October 15, 2010

AI and Math

Math
A lot has been done on the Math side of things.
The code base is now over 1800 lines which is a huge jump. Most of this is all the overloads in the math classes and associated type extension IE i.Abs() etc.
Everything I could do generically has been done so and also overloaded this should help keep things cleaner when developing games.

AI
The AI. The basis for the path finding has been done and it's core is generic this will allow reuse of path finding for some not so obvious uses but not to worry I will be building a Factory for building common path finders all you should have to do is provide the parameters and if need be custom delegates to determine certain things.
That aside have tested so far on both 1d and 2d maps so anything else should work too, I now only need to enhance a few things and do some testing on costs such as impassable objects such as walls.
"NB: The path finder operates in either instintive or planned or both modes, this way you can either wait until the optimal path is found or be notified of new decisions as they happen."

Next task after this will be code analysis and plugging of any holes I find. As with everything I've been doing I am making every effort to note which parts are not unique and can be defined elsewhere for different uses and this is really helping the framework to become a thing of elegance.