By zehaeva, 31 March, 2011

So I have fixed the mouse look issues I were having with the camera. It basically came down to that as I got further away from the origin the unit vector I was using to make my target vector never really changed because the changes were so small.

That really doesn't make much sense out of context.

By zehaeva, 22 March, 2011

Here are three test versions of the game. BEWARE! they are beyond alpha, they're so alpha they're omega!

There is no real collision between you and the large sphere you are "standing" on. So you can go through it, however if you go above it you will slowly float down, like there is some sort of gravity, and there kind of is.

there is also a stack of blocks to which you can orientate your self to so you don't feel so lost with out any landscape to get your bearings with.

By lilkreen, 19 March, 2011

drew a few starting objects i can put together (sans particle effects) iffin it's needed and thoughts on how to generate a tree

By lilkreen, 16 March, 2011

not perfect but it'll do in lieu of a calcuated one.

By zehaeva, 13 March, 2011

So in the programming world there are various forums where you can get help with your software. One of the best is a place called Stack Overflow. I have seen some pretty good questions and answers there over the past two years or so. The community there has attracted some of the best and most knowledgeable around.

By Brotor, 7 March, 2011

I accidentally made a new basic page instead of just a post to discuss planetary and block shaping read it comment on it like it love it live it breath it....or hate it at will

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By zehaeva, 6 March, 2011

Here is an example of an XML file that contains both Materials and Recipes for this game we're thinking of.

Each material entry defines it's name, a type, what phase it is (this is really just another "type"), what it's mass is (maybe we should use density), and a texture that it should use.

Each recipe defines the name of the recipe, what it's inputs are, and what its outputs are.