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The navigator

The Navigator is the part of the AI that is responsible for pathfinding. Actually, his algorithm is fairly straightforward. Given an objective by the Manager, the Navigator determines the shortest path through a series of waypoints that are defined in the level file, then hands each waypoint in turn to the Driver.

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Fragments

After deciding in which direction to take the game, the last few days have been a matter of implementing this. Due to various circumstances I haven’t been able to get as much done as I would’ve liked to, which is why this post is relatively short and fragmented.

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Improvements to blog comments

There was a permission problem that sometimes caused comments to be refused with a 500 Internal Server Error. This has now (hopefully) been resolved. I also added clickable links to the Atom feed for the blog, because some browsers (Chrome, and Firefox 4 beta, but strangely not Firefox 3) do not show the feed icon in the address bar.

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More controls

Last time, I wrote: My brother probably expected the cart to make a turn if it was pushed on one side. Instead, it would spin around its axis, but keep moving in more or less the same direction!

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Rumbling!

No updates last weekend, because I’ve been busy with the Rails Rumble: an annual contest to build a Ruby on Rails web application in 48 hours.

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Controls

Although I’d previously determined that the controls of the cart worked nicely on a touch screen, they were nowhere near perfect yet. This is one of these aspects that can make or break a game, so it’s important to address it as early as possible.

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Texture compiler

After the model compiler comes the texture compiler. Decompressing a PNG file on Android is possible, but the loading code is simpler if the texture is already available in a format that we can feed directly to OpenGL.

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