|Back from the Dead
||[Jul. 22nd, 2008|02:00 am]
Spectre Gruedorf Challenge Blog
So I haven't posted here in a while. Yeah, yeah, epic fail of almost-Falthorn-like proportions. Whatever. Anyhow, I started a company, got some high-profile contract work which I will be dropping the curtain on here once it wraps up that is really going well, and also did an assload of stuff to Spectre. |
- Undo and redo now works. Across everything.
- The entire engine now runs under OS X, including such niceties as Carbonization and support for OS X Save/Load file dialogs. This one was a recurring pain in the ass.
- Ruby integration now works better. You can do the whole object creation thing I was talking about before, you can load scripts in levels, globally, and so on and so forth. Various forms of trigger-able events now all trigger correctly instead of breaking, we have better debugging output, and so on and so forth. We also exposed a bunch of stuff to the Ruby IDE.
- Seventy zillion new terrain tools, including a new invention - the Terrain Chisel - that actually makes the whole shooting gallery work as a useable tool.
- Physics has now switched from ODE to Bullet. ODE just plain doesn't work on my Mac Pro, so I'm glad we switched. Right now, though, it's busy being slow as molasses, and I don't know how I feel about that. Maybe there's a way to optimize it, I'm not sure.
- Automatic generation of multiple heights of 'physical tiled terrain data' from the world.
- A* pathfinding.
- Improved sprite loading and animation.
- GLSL fixes.
- You can actually load and save multiple objects across the engine without the fucking thing crashing. So you can load a level, beat it, go back to the world, and not die.
- Support for multiple textures in an object.
- 50% of the UI widget toolkit is now exposed via Ruby.
and that's just what I can think of off of the top of my head. Most of the work that has been done has been engineered towards getting all the little nitpicky stuff stopping people from making games with it out of the way. What does that mean? It means I have a team of three people - four, including myself - working out of a basement studio full time right now making a game with it. Screenshots will be put up of that once we're back on schedule - we lost a couple of weeks due to what we are delicately referring to as "an artist/programmer relations issue" but we have a new artist working for us who is a machine.
How are you guys?