Mike and I have attempted to switch gears a bit. We came to the realization that somewhere along the line we had shifted from our original goals and bitten off more than we could chew by adding in the creation of an entire game engine instead of our original goals of mathematics/physics and UI development. In order to expedite our research to make up for lost time, we’ve talked to Polack and suggested that we give the Valve SDK a try. I’ve been fiddling with it and have been able to successfully load the maps we created last week and have begun working on a basic entity. I’ve followed a tutorial and have a basic entity that switches directions every so often. I’ve now begun working on creating a ball that spawns within the world that can be picked up and thrown by the player. The purpose of this is to begin the study of physics with game environments (specifically that of Valve) and the usage of collision detection algorithms and bounding boxes. I’ve got the basic code working, but I’m having trouble getting the ball to spawn all the time and when it does it appears as a static entity and the player can’t interact with it. I’m going to iron out the bugs and should have it fully completed by wednesday.
Time spent: ~4 hours
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February 12th, 2008 at 9:31 am
That was a good idea switching from creating an entire engine to going back to your original plan. I always thought that you guys were making a game engine so I didn’t even catch that switch.
February 12th, 2008 at 9:56 am
Sounds like you guys are finally making some real progress. I can’t wait to see a demo of something actually up and running.
February 12th, 2008 at 3:03 pm
[...] post here, gives a pretty good intro in our attempted switch from writing a game engine from scratch to [...]
February 12th, 2008 at 10:30 pm
Ooh, Valve SDK…I was looking at that a little a while back. Sounds like good stuff.
What exactly are you planning to do in order to explore physics in the Valve environment? Will there be particular “trials” or something?