Showing posts with label XNA. Show all posts
Showing posts with label XNA. Show all posts
Wednesday, February 8, 2012
Engine restructuring complete!
After our short break, well, everyone except for Asael, engine restructure is now complete. Maybe infographics soon? Possibly more concept art and screenshots?
Tuesday, January 24, 2012
Collision Detection
Sunday, January 22, 2012
Smart Asteroids
I am forced to remember the mimic ships from HomeWorld Cataclysm as the first asteroid I create flies away with shocking speed. The lesson of today is.. Asteroids dont need ship AI.
HUDs need lines
One thing that has really bothered me about XNA is the lack of simple shape primitives like lines, circles and whatnot. So while I was thinking of interfaces and HUDs, I realized I could no longer avoid this issue. An hour later I have perfected my simple custom line class! Its basically just a simple single pixel distortion trick that no one should be proud of, but I dont care, its fuckin cool, because XNA didnt have it, and now it does.
Also, as mentioned earlier, got a simple HUD up, with the help of my new lines.
Also, as mentioned earlier, got a simple HUD up, with the help of my new lines.
PS: With how useful and awesome these lines are, it makes me think I should start posting the source of some of these useful custom classes I am creating for other people to use out there!
Labels:
Development,
HUD,
Indie,
Lines,
Scifi,
Space Ship,
Update,
XNA
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