In previous iterations of MoE, I had a simple enum for tile types:
desert, tundra, forest, grassland, hill, mountain, etc...
This kinda sucked. It created a number of conditions in other code, which would then need to be edited if the tile type list changed [which I'd like to do eventually with expan…
desert, tundra, forest, grassland, hill, mountain, etc...
This kinda sucked. It created a number of conditions in other code, which would then need to be edited if the tile type list changed [which I'd like to do eventually with expan…
Interview today went well, I think. The interview was a bit different as they were testing more that I would fit into their culture than anything else.
I rather wish more peoples' journal posts would post code rather than screenshots. It's more interesting to see new approaches for problems or how p…
I rather wish more peoples' journal posts would post code rather than screenshots. It's more interesting to see new approaches for problems or how p…
Implemented limited scrolling. The actual scrolling I wanted to do is broken, the 'ties' between the rectangles that identify what tile goes where are broken somehow. I don't have the infrastructure made enough to trace a dependancy tree to find out where/when they break, so it just regenerates the…
Had a phone screen this morning [finally] and did not do terribly well. Probably for the best too, they wanted someone to be the sole AD and Exchange admin for a 600 person org. That's just asking for trouble.
I've another inperson interview tomarrow with a place that seems cool, and a position that…
I've another inperson interview tomarrow with a place that seems cool, and a position that…
In one day I managed to sort of meet my goal. The server/client code knows enough to serialize and deserialize Units and Tiles. The map renderer functions enough to keep track of a reference tile, and build 1 line of the fan of the map.
Unfortunately I've uncovered a bug. Not a bug really, but one o…
Unfortunately I've uncovered a bug. Not a bug really, but one o…
Not a bad start this afternoon.
- Added events, data and properties for Tile class.
- Added basic events, data and properties for Path class.
- Modified Unit events to be called after data setting, not before.
- Added Empire->Player mapping for serverside.
- Added FogOfWar class, data and a few manip…
- Added events, data and properties for Tile class.
- Added basic events, data and properties for Path class.
- Modified Unit events to be called after data setting, not before.
- Added Empire->Player mapping for serverside.
- Added FogOfWar class, data and a few manip…
Hat trick tonight even!
Er, anyways, I'm not one for goals usually, but I'm going to set one for next week. I need to either get a job, or get MOE to the point where the game actually starts. Maybe doesn't play. Maybe map generation doesn't work, or race customization, or any fancy UI. Just some tes…
Er, anyways, I'm not one for goals usually, but I'm going to set one for next week. I need to either get a job, or get MOE to the point where the game actually starts. Maybe doesn't play. Maybe map generation doesn't work, or race customization, or any fancy UI. Just some tes…
I finally got around to breaking ground on actual game code. I removed some of the older code I had for the Empire setup, and uid stuff. It wasn't very modular, meaning server and client code couldn't share what was essentially the same in game object. So this afternoon:
- Changed namespaces around,…
- Changed namespaces around,…
Yet more skirting around actual game code...
- Added send/recv counters to the network code. Throughput can be tracked on a per connection, per service [TCP/UDP/Thread], or per network object basis.
- Added another little widget like the FPS and memory displays to display client's current TCP through…
- Added send/recv counters to the network code. Throughput can be tracked on a per connection, per service [TCP/UDP/Thread], or per network object basis.
- Added another little widget like the FPS and memory displays to display client's current TCP through…
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