Moved to ltgamejam.org/2003
2003 05 01
2003 04 25-29
The shots show a car in action (with wrong texture on the wheels :)) - thanks to Kestas Dumbra for the model.
One really needs some shadows in racing scenes!
2003 04 22
A shot of yet-to-be game (it's the same track as was in the editor shots; and it's my same old TNT2 - I'll probably go and get myself a Radeon9500 tomorrow :)).
2003 04 16
In the shot there's thing editing in action (the signs and the cones) - nothing fancy, but that's the only thing I can show at the moment :)
2003 04 11
2003 04 09
Level editor of static geometry is almost finished - of course it's not Max or Maya, but might do the trick. One can place geometry parts (meshes) that have predefined "tags" (attachment points), and link the meshes using their tags. I'll add obstacle/marker placement now (select a tree, click where it should be and it should appear there; almost the same for various markers). So far everything's not so hard as I thought :)
In my "ideal version", the Jam code should already contain things like player cars, moveable obstacles, weapon stuff (rockets/lasers/machineguns), various markers (track start/finish and checkpoint lines, etc.), some simple menu (eg. choose a car). Jam attendant should just use/modify them and go create the game.
2003 04 08
This time everything's much more complicated - it's no more "terrain and lots of sprites"; that complicates things not only for me, but also for the attendants of the Jam. Eg. take a racing game level - they'll have to build it somehow, place obstacles onto it, set physics params, etc. - it's very tedious and slow to do that from C++ or config/script files. Therefore, I've decided to build some "editor" - but that complicates things for me. One rule when doing something is "don't get into writing editors - you'll never finish the main thing", so I'm risking the whole Jam :)
Hope to finish the editor this week (long with it goes lots of shared code for Jam games); then I'll have 2 weeks to finish everything up. The day's not long enough - as always.
I couldn't resist trying new things while doing "the engine" - first there was DX9 with HSLS/fx stuff. Then there was component-based entities, using smart pointers everywhere. Now I'm using Lua in some places (nono, not the scripts! for configuration only!). Lua rocks as configuration language; even more - I can write functions and stuff inside the files to reduce the amount of typing needed. I can export from 3D packages (eg. using MaxScript, MEL, etc.) directly into Lua files - ain't that sweet? :)