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Summary Period: 2003-10-17 to 2003-10-06 (Commits 56-105 of 255)
A little code cleanup. Nothing drastic.
1 lines of code changed in:
A little code cleanup. Nothing drastic.
2 lines of code changed in:
changed DeathScreen drawSelf, removed death part from Hud.
change virus drawing to a sphere.
142 lines of code changed in:
updated collision detection for virus/white cell
now accounts for a virus being a sphere
85 lines of code changed in:
Added static texture to project.
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Added a really crappy FPS counter.... just to give us a rough idea of performance.
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added Menu and DeathScreen renderer classes.
removed virus drawing code
69 lines of code changed in:
Smoothed the mouse more again
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Changed rendering call structure to allow multiple renderers like menu, game, cutscene, etc.(PHRenderer).
For some reason Project Builder told me to "ranlib" the fmod library, hope it didn't screw it up :)
130 lines of code changed in:
fixed collision with virus accuracy
updated virus appearance
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Changed the game ending...still need to work on key bindings
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added Virus Collision Detection / sounds
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Added Static noise, which increases with damage
Restarting a game resets timer (player and objects don't reset though)
64 lines of code changed in:
added "visible" attribute to RigidBody.
WhiteCell becomes invisible when picked up.
changed virus appearance.
92 lines of code changed in:
added White Cell Collision Detection
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added getParameterPose to Track, to enable virus movement and maybe depth sorting later.
added update method to WhiteCell.
added update method and drawing code to virus.
corrected when timer displays "game over" (it was wrong by one second)
134 lines of code changed in:
Continuous Heartbeat Loop sound effect
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Add one more wav File
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Added sound effects to several events
66 lines of code changed in:
Added a time limit plug at the start of the track file
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changed graininess and added death static screen (press d a few times)\nadded physics stepSimulation2 becuase stepSimulation was way too slow on my computer\nadded green flash when damaged\nadded PHVirus class, not operational\nadded empty parameterization method in PHTrack\nchanged blending in PHWhiteCell
217 lines of code changed in:
added static overlay and death effect\nadded good and bad colors to white cell\nadded damage attribute to player
143 lines of code changed in:
new white blood cell effect, final version should not be perfectly spherical
61 lines of code changed in:
Player objects should no longer register themselves with the physics manager... I don't think its going to be necessary, since the main player can always be accessed through g_Game.getMainPlayer().
3 lines of code changed in:
added circular damage indicator, press d to cycle damage\nchanged tube lighting again
69 lines of code changed in:
Faster physics code. Less searching through the colliders array is now done, which should speed things up a lot when we get more objects in the game.
35 lines of code changed in:
Working towards speeding up and cleaning up the Physics code a little. Also, working on sphere-sphere collisions.
79 lines of code changed in:
Drawing the timer on top of the "halo".... Lets think of the halo as a vignetting of the camera, not as a "TV" effect... Its still important for most of the game information to be visible on top of it.....
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Now drawing the tubes themselves back-to-front...
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Changed background color to be more crazy red...
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I like linear lighting better. Perhaps we can discuss this as a group next time. But, the linear lighting model lets us actually know what's going on in front of us more than a few units.
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added halo
bound 'h' to enable white cell halo
44 lines of code changed in:
Removed PHHud.cpp and PHHud.h from the root directory of the cvs tree... they should have been placed into the src directory.
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moved hud files into src
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changed lighting parameters
26 lines of code changed in:
Nothing to see here.
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Fixed the tube texturing issue, hopefully for the last time. Tubes now have access to the next tube, by way of the track, which (in the future) can be used to make sure that the tubes align perfectly and we don't get those tiny gaps anymore between tubes.
69 lines of code changed in:
Some work on making the texture line up at the connecting circles of the tubes.... It *used* to work :-)
Maybe the values are getting off slightly over time, which could be corrected later when I write the code that better links the tubes together.
4 lines of code changed in:
Funky pulsating white blood cells...
73 lines of code changed in:
Made the middle button accelerate to the side, which is far more useful than a brake for testing.
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small change in Hud to load a texture
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Added splat texture to Texture manager.
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This is *not*, I repeat *NOT* the way that the white blood cells will look ;-)
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changed lighting model
changed texture scale and blend
added Hud class
changed player radius
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added white texture
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Added a white blood cell class.
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Textures are now offset properly, so that they flow from one tube to the next without a jump in texture coords.
25 lines of code changed in:
Back to smaller poly count. I keep changing this back and forth and need to stop committing it.
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More tweaks of the speed, etc, for the wider track. I still want you to feel like you're going *fast* :-)
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I made some changes to the way the tubes look. I'm just playing around, getting an idea for what kind of graphics we might be looking for.
15 lines of code changed in:
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