Wednesday, July 16, 2008

wxPython Integration

Finally uploaded some new stuff.

Two more 'main' files.

One has the game running inside a basic wxPython window.

Another extends the AUI Docking Window Manager Demo as can be seen in the photo here.

Wednesday, May 7, 2008

RoboCute Has Left The Building

I'm going back to doing C++ over at Botworx. Vacation is over!

Thursday, May 1, 2008

May 01, 2008


It's been 9 days since the last post so I guess I should write something.

Let's see ...

Refactored a ton of stuff.

Moved code into the __init__.py files that belong there.

Using OpenGL quads for the widget skins now. No more cracks while scaling, plus it's faster. Also started work on a DocWidget class for displaying help files, use as a console, etc.

Fleshed out the Catalog to include all the items from the PlanetCute tile set.

Right now I'm trying to implement persistence which will probably take the rest of the week, since I'll also need to come up with File Dialogs also.

That's it for now.

Tuesday, April 22, 2008

New Render Batching and Unified Front End

Rendering has been significantly sped up by batching OpenGL calls on a per terrain page basis. Thankfully pyglet has support for this kind of thing or I'd be up a creek. FPS ranges from 60 for closeups to about 10 - 20 for birds eye view.

The front end has been unified where it is possible to not only create avatars, but also take control of them by pressing the 't' key while the selector is over them when using the Designer. Pressing the escape key takes you back to the tool/avatar that you were using previously.

Still a long way to go though.

Friday, April 18, 2008

On to Better Things

Definitely, this paging stuff is getting boring.

Short story fast ... I put the page caching into a Clip class that the rendering process uses. When the Clip crosses a page boundary I just update the current page location and invalidate the cache. The cache is set at 3x3 but can be any size really.

This results in seamless traversal of the World.

This means it's good enough to move on to other pressing needs such as AI, the user front end and more efficient rendering.

Better things to come!

Wednesday, April 16, 2008

Where's Waldo?

Yes, yes. The back end is getting there.

The program as it is now can infinitely tile, but now I have to work on the camera code to shift the page map.

Then it's back to the front end which is the AI/user interface code, since I have some new ideas to clean that mess up.

After that I'm going to work on improving the frame rate. As you can see it's not too hot on this zoom level. Decent at 1:1 though.

Time to commit!

Slow and Steady

Well, the slow part is right. Steady is coming, eventually.

Making the move to a paged world opens up a lot of possibilities and a lot of headaches.

The picture was supposed to be full of treasure, but only one of the treasure bots ran. That's an easy fix. I just wanted something to slap on the blog even if it's not perfect.

Back to work.