Lookin nice Mit and Happy Birthday!
Devlog #4
It's been a week hm? What have I done....
It took me a few days to go through all my code and clean it up. Someone wanted to help out on the coding side. I hope the code is easier for him to get into now. -I have not heard of him since.....Sorry lol.
My animation tool has been giving me headaches with bugs too. Lots of bugfixes there, I won't go into detail.
The HUD?
(brute force coding just to get a feel for it)
GIFS
I also had to work on a new collision system to replace the Farseer Physics Engine. Farseer is great and all, but it's very much overkill. I find it a bit difficult to do nonrealistic physics.....with the realistic physics engine hehe.
GIFS
For those interested, the collision test is the Separating Axis Theorem (SAT). I also use a broadphase called Persistent Sweep and Prune (SAP). It was pretty fun and rewarding to learn. I went from only being able to do about 200 polygons brute force (every polygon against every other polygon so about 40,000 test per frame) to about 1500 polygons with persistent SAP until the framerate starts to die.
Also note that the above collision resolution isn't some seriously complicated physics thinger majiggly thing...ger... All it's doing is pushing the shapes out of intersection by changing the velocity instead of position. In the game, I'll probably just change the position directly instead since all that "extra" stuff is unnecessary.
Devlog #4
It's been a week hm? What have I done....
It took me a few days to go through all my code and clean it up. Someone wanted to help out on the coding side. I hope the code is easier for him to get into now. -I have not heard of him since.....Sorry lol.
My animation tool has been giving me headaches with bugs too. Lots of bugfixes there, I won't go into detail.
The HUD?
(brute force coding just to get a feel for it)
GIFS
I also had to work on a new collision system to replace the Farseer Physics Engine. Farseer is great and all, but it's very much overkill. I find it a bit difficult to do nonrealistic physics.....with the realistic physics engine hehe.
GIFS
For those interested, the collision test is the Separating Axis Theorem (SAT). I also use a broadphase called Persistent Sweep and Prune (SAP). It was pretty fun and rewarding to learn. I went from only being able to do about 200 polygons brute force (every polygon against every other polygon so about 40,000 test per frame) to about 1500 polygons with persistent SAP until the framerate starts to die.
Also note that the above collision resolution isn't some seriously complicated physics thinger majiggly thing...ger... All it's doing is pushing the shapes out of intersection by changing the velocity instead of position. In the game, I'll probably just change the position directly instead since all that "extra" stuff is unnecessary.