Monday, September 10, 2012

The Show Goes On!

Fear not, the project has not been abandoned! The incredible Arma II zombie mod Day-Z has been sucking away a lot of my free time lately, so you guys must excuse my lack of new posts. Despite that time-wasting haven, I managed to make a significant amount of progress in Collapse:

  • AI prototyping complete
  • Revamped level editor with support for player spawns and fine-grained control over AI behaviors
  • Rasterizer for versatility in adding shaders to textures
  • Several memory leaks fixed, several new ones created
  • Debug logging system integrated into a majority of the subsystems
  • Settings.ini file for control over file names and directories without recompilation
  • Re-designed class hierarchy
  • Asset managers for texture, audio, and fonts
  • Replacing SDL_mixer with OpenAL
  • Removal of the "library" naming system in favor of namespaces
  • System requirements checking on launch (just OpenGL > v2.1 so far)



I won't go into detail into these changes, but here's a screenshot showcasing the AI path-finding.
The red represents the untraversed path, the blue represents the current destination, the pink is the starting tile, and the green is the completed path. There are, of course, still many issues with it, such as cutting corners and not being able to find a path to certain locations, but I'm working on it.


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