Tuesday, March 24, 2015

Random thoughts #3

It only took 7 months for someone to download one of the public builds and report back... that it doesn't work. Unfortunately the old game log didn't help and needs more work.

Either way, thanks to anonymous.

Saturday, March 21, 2015

Explosions and random gibbing

What you see here:

- replay bot helping me over the gap
- player is killed and when the rocket explodes a circular sensor is created with outward force which makes the players body fly away
- random joints, holding the body together, are deleted, so you can see players leg and arm being detached from the rest of the body
- weapon spawning on the right
- kill message and respawn timer

Wednesday, March 18, 2015

Replay bots

I made "replay" bots for target practicing...and vice versa:

I just save my input commands in a file, and during the game another player entity reads the file and uses it to control/move itself. Only aiming is "real time". It's good enough to test stuff, and I already discovered a huge physics bug with it. Hopefully it all works now.

Here are some highlights. It's usually me who gets his ass kicked, because bots are always aware of players position. Still need to add explosions and bullet impulse on hit.

Wednesday, March 11, 2015


I'm trying to remake this: http://www.youtube.com/watch?v=cNkiVTTVtGI

 in my engine:

Took some time to get motivated again to deal with all the bugs, missing engine features and physics that don't want to work the way I want.

Thursday, March 5, 2015


I updated my sensor class (based on Box2D sensors) that keeps track of all the bodies(or fixtures) that are colliding with it. I can override its update method to do stuff with the bodies inside it. I'm using it as a player feet sensor, line of sight, dynamic light and as shown here to apply a force/impulse.