Some dumb thing I am working on.
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KilloZapit

Here is something I made while experimenting with object oriented-like crap in verge 3. It's yet another stupid space shooter. I probubly will never finish it becuse I am lazy. Here is some notes about it:

Uses a modified version of timeless's animation.vc. (I added a few new functions and stuff. Most importantly one that checks to see if a file is loaded and if so returns the address to it, if not loads it. )

Semi-self governing objects. (Every object defines it's own think, render, and touch functions.)

Things that have been implemented: Collision detection, firing, movement, dynamic object allocation and dislocation, random spawning.

Things that haven’t been implemented: The background, damage, and enemy movement.

Posted on 2004-02-26 20:48:28

mcgrue

Wow, I really like the code. It's simple and easy to understand and augment, even without comments.

...not that I'm advocating not documenting your code kids, because that's wrong and bad and just say no. But still, this was pretty nice! It looks like the foundation of a very cool library. Please continue!

Posted on 2004-02-26 21:42:21

mcgrue

Wow, I really like the code. It's simple and easy to understand and augment, even without comments.

...not that I'm advocating not documenting your code kids, because that's wrong and bad and just say no. But still, this was pretty nice! It looks like the foundation of a very cool library. Please continue!

Posted on 2004-02-26 21:42:21

vecna

haha grue sucks

Edit:

Yeah, that is cool tho. The demo itself is pretty simple, but like grue said, the code is the sort of thing I like to see. I'd call it a good example of working with the additions to VC3 instead of trying to fight with them because they're not full C#/java syntax compatible ^_^

Posted on 2004-02-26 22:53:18 (last edited on 2004-02-26 23:16:38)

KilloZapit

I am a little concerned that it might end up being too slow because of all the work it does with strings. I will gladly sacrifice speed for flexibility of course, but I wonder if I am overdoing it a bit. Later when maps and stuff are available I might be able to bypass CallFunction() if like in v2 you could get the event number for a function (I can’t remember how, but I know you can do it!) and use CallEvent(). Of course, both methods would be unnecessary of there were pointers… :P The other big string stuff I do is caching animations and looking them up by string when an object is spawned. I COULD just preload everything (I might do that for player shots in the player’s ship spawn function anyway. Why should an object depending on another objects have to worry about its animation when the owner could?), but I would much rater only have the animations that are needed in memory. Oh and I still have to write a clean up function that is run every x frames and unloads unused animations.

Edit: You know speaking of events, it would be nice if verge 3 would take a page form ACS (zdoom/hexen scripts) and have the ability to manually specify the number and whether it will be automatically executed or not. If there even ARE events in v3...

Posted on 2004-02-26 23:37:22 (last edited on 2004-02-26 23:47:38)

vecna

I really dont want to do a GetNumForScript type thing.

It would be fairly easy for me to setup the vc interpreter to create a binary search tree of function names so that the lookup can happen very quickly. But thats sort of an.. after 1.0 thing. Once the other key features are in.

Posted on 2004-02-27 00:01:12

mcgrue

Btw, Killo... if you email me an avatar, I'll add it.

Posted on 2004-02-27 06:59:41

KilloZapit

Yippy!

Posted on 2004-02-27 10:01:37


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