After a little more fiddling around, I want to revise my stance on Python just a little bit. I still think it's fantastic, but there are a few things about it that, coupled with a fundamental lack of understanding on my part, cause a few problems.
The biggest hitch is performance, and the understand…
The biggest hitch is performance, and the understand…
Python is cool. I almost wish I could go back to being a stupid n00b, just so I could start learning how to program games with Python instead of the way I did it, way back in the old days. Would have saved me a lot of effort.
Been tinkering with Python and pygame with Fruny (don't worry, it hasn't s…
Been tinkering with Python and pygame with Fruny (don't worry, it hasn't s…
I've finished handing off control of monster AI to the Lua script system. This is a new direction for me, as I've never done scripted AI before. Although I made heavy use of Lua in Golem 1 for random generation, the only control afforded over monster behaviors was via the setting of various probabi…
Fleshing out the state machine and AI systems to control monsters and NPCs. NPCs are currently all stubbed, outside of the basic movement states that are applicable to all creatures, so they don't really do anything but stand idle or maybe a little random walking. As far as combat and actions, I've…
Fixed up and finished off the last few little lighting issues so that creatures light correctly using map lighting and ambient. I've also started a rough overview of the game's layout, region by region, and jotting down ideas for various side quests and easter eggs.
I'm thinking I want to go about 4…
I'm thinking I want to go about 4…
Got the object/asset allocator system bugs and issues all pretty much sorted, got Golem3D's skeletal animation system fully ported over, and re-did the impostor system a bit to make it faster. It's no longer descended from my vertex animation classes, but instead is based on static geometry. Initia…
With an eye toward parlaying Accidental v2 into an actual game, I've spent the last several days installing more robust asset and object handling code, using pooling, reference counting, and all the nifty little buzzwords. In short, implementing smarter data handling. I've eliminated a lot of old l…
I've been doing some thinking about some stuff...
So far, this new version of the Accidental Engine is developing quite nicely along the lines of "what Golem should have been in the first place". It's basically a vastly-easier-to-work-with version of the original Golem project (though there is very …
So far, this new version of the Accidental Engine is developing quite nicely along the lines of "what Golem should have been in the first place". It's basically a vastly-easier-to-work-with version of the original Golem project (though there is very …
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