I'm back.
Anyway those made up people who read my blog might be intereasted to know that I'm attempting to recode Project Darkness in c++/allegro which is proving to be a gargantuan task.
My first goal is to find/create a replacement for the GPathfinding Lib.
Second goal will be coding a movement algorithm (should be easier to code it from scratch than it is to code in a "flawed" system).
Goals after that are shaky and unplanned (the aformentioned tasks are big enough already).
I also need to put a video in this blog (if possible).
Wednesday, September 1, 2010
Wednesday, July 14, 2010
So now I had two major obstacle dead in bloody mess behind me I then moved on to my next one.
The movement algorithm/system.
After hours upon hours of coding I still haven't got it right but I will.
Anyway it took alot of time.
And while not exactly bug free it does work.
The code below is pretty much all related to the movement algorithm.
And then I needed an efficient Pathfinding System which was able to handle hundreds of instances easily whilst allowing effective, complex cost based pathfinding.
After countless minutes of my precious time wasted on the internet I finally found exaclty what I was looking for in the gpathfinding.dll developed by Paul Weijtens.
What I also found however was that this dll was too hard to incorporate into GM with modifying and packing it into an extension.
So after a full night of using a poorly coded Extension Maker(aptly named Extension Maker shown below) to package it.
After countless minutes of my precious time wasted on the internet I finally found exaclty what I was looking for in the gpathfinding.dll developed by Paul Weijtens.
What I also found however was that this dll was too hard to incorporate into GM with modifying and packing it into an extension.
So after a full night of using a poorly coded Extension Maker(aptly named Extension Maker shown below) to package it.
Basically I started by implementing a map loading system which was extremely primitive at first (it read map tile pixel from a screen instead of a buffer).
However I then discover the surface_get_pixel (shown in the code segment below) function in Game Maker which mimics the draw_get_pixel function except it works on a buffer (which Mark "The Evil Delphi Heretic" Overmars seems to refer to as a surface) as opposed to the screen.
I also discovered that my computer was unable to handle a double for loop in for building the map and thus had to create a step based loop as opposed to a cycle based loop.
So now my code looks like this.
Generic Blog Update 001
My progress on Project Darkness has slowed to a fairly large degree.
Due to technical limitations (Or rather the fact that Game Maker is programmed in Delphi as oppossed to a competant language) the frame rate on my computer has slowed down to 8.
Not that big a suprise considering that my computer has a 64mb video card and slows down when playing counter strike (Down to a number close to 8, what a coincidence).
Anyway I must sign off now as I have a Student Directed Inquiry.
Due to technical limitations (Or rather the fact that Game Maker is programmed in Delphi as oppossed to a competant language) the frame rate on my computer has slowed down to 8.
Not that big a suprise considering that my computer has a 64mb video card and slows down when playing counter strike (Down to a number close to 8, what a coincidence).
Anyway I must sign off now as I have a Student Directed Inquiry.
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