Doomdark’s Revenge
Monday, June 18th, 2007
I know it’s been a while since I posted or did anything on this project, but I finally got round to doing something again today.
Firstly, I wrote a lot of code for DDR back in October 2006, I had a good few programming sessions on it, and then as usual faded away. I coded most of the NPC’s AI; Follow Liege, Follow Foe, Go after Object, Go home, Do Nothing, Approach a Lord, Pickup Objects on their travels, and Move. I coded the moving mist and wild thing regeneration. I also coded most of the battle code… and then I got distracted by shiny objects.
Since then I’ve changed computers and compiler; so loading up the project yesterday I found that it didn’t compile in a big way. So tonight I have mainly spent all the time fixing compiler issues… and there are an awful lot of them.
One of the other problems I have had with the project is that the graphics are getting so complicated that while running in debug mode, the project runs a little slow. I’ve been putting up with it because it isn’t so bad in Release mode but slowly it has been getting me down and distracting me from the issues. It’s hard to test logic if the frontend isn’t working properly.
I’ve wanted to move the graphics subsytem to make use of the hardware. By moving the 2d logic to use 3d cards I would be able to massively speed everything up. However, I’m not a 3d programmer and again the task just keeps distracting me away from things.
I had a word with Jon Alma today who has been working on the Legends Engine and hopefully he is going to knock up a quick wrapper for some OpenGL stuff that will allow me to move the graphics forward and solve the speed issues.
So today I felt that I made a little progress…