Archive for January, 2008

Good Progress

Productive week,   almost two whole items knocked off my major to do list.  Feels good!

Major to do list:

  1. Intersecting Collisions - right now I have it setup only on ships and projectiles.
  2. LASERS - now I see why I left this one for so long, the intersecting code was tricky.  But the Arilou can now shoot!
  3. AI - still work in progress.

Its always fun when I find I reach the same solution as the original code.  For intersecting collisions, I added a little class to hold info on when a collision takes place.  Then I looked at the original code and found Fred Ford equivalent.

typedef struct
{
TIME_VALUE last_time_val;
POINT EndPoint;
STAMP IntersectStamp;
} INTERSECT_CONTROL;

Well I guess its not so surprising finding the same solutions to the same game,  thats based off the same code.  But it at least lets me know I’m heading in the right direction.  : P

Lately I’ve been fairly addicted to programming instead of prepping for my trip next weekend.  So I’m going to force myself to take a break from XNA and actually get ready.  But maybe I will post some pics or something to fill the gap between entries.

AI Continued

Still been working on the AI for the past week.  I’m understanding it more and making progress.  The ships sortof try to avoid certain things now like bullets, but not planets.  They still manage to bump into planets, so something is not quite working.  However I think much of the foundation is there, so I think I’ve earned a little break from AI.

So I worked on the Syreen Song,  which is pretty much fully functional but can use a few some small tweaks.

Hey, did you know in C# you can make adjustments to you code while you are debugging?  Crazy!   I wish someone told me that, it’s really helpful!  And also kindof embarassing that I didn’t realize it sooner  :P

New Theme

Just changed the look of the blog.  I always prefer looking at a dark page rather than an all-white one that strains my poor eyes.   : P

Back

Hello, I’m back to my regular posting schedule.

So not many new changes since last time.  The time I have spent on SC2 has been focused on getting hit prediction code working for the AI. 

Instead of my usual changing variables and endless re-compiling, I made my first tool using both WinForms and XNA thanks to this tutorial: http://www.codeproject.com//KB/game/XNA_And_Beyond.aspx.  It was a simple collision testing tool and it ended up saving me alot of unnecessary compiling time :)

So now that the AI can predict when to shoot, I think I will work on getting it to fly intelligently next. 

A little side note, after having time off for the past month and a half- I am returning to my full-time job so progress will likely slow down a bit.  :’(