Its more like

Posted in project zombie on February 4, 2010 by bey0ndy0nder

It’s more like why I like OGRE and Delegates!

Resource groups rock!

why I like delegates

Posted in programming, project zombie on February 4, 2010 by bey0ndy0nder

Couple of days ago implemented a quick and dirty console command system (lua integration should be straightforward, at least if we are talking about the initial hack). Here is how it works:

So I still uses my delegate “event” system, where I just define some delegate #typedefs in a file say “ConsoleCommandDelegates.h”. I have a singleton Command Controller which will exist for the duration of the engine, and I just call addCommand(“CommandGroup”,”CmdName”,Command::ConsoleCommand cmd).

SO I can do this anywhere on the assumptions regarding Command Controller. I just type whatever command into the console and “things happen.”

It’s a quick and dirty way to do things without doing any scripting.

I fail at programming? I have really though much about architectural direction in a long while. I just do it. What ever seems nice and will fit the current system. Don’t rock the boat. Although I was thinking about doing a full dependency graph thing and just “inject” “shit.” Nawwwwwwwww

Project zombie sucks yo. Whatever. I got some terrain going with the Ogre Geo-Mip-Map addons.

I say fuck project zombie.

Addendum:

Of course I could use interface. It would be the same thing I think. The only difference with an interface I would probably just register a listener class.

we can make wow killah

Posted in Uncategorized on February 3, 2010 by bey0ndy0nder

we got sketches.

we got models.

we got everything.

Makehumans (make tha humans)

Posted in programming, project zombie on February 3, 2010 by bey0ndy0nder

http://sites.google.com/site/makehumandocs/download

Supercollider looks fun!

Posted in backburner, project zombie on February 3, 2010 by bey0ndy0nder

http://supercollider.sourceforge.net/

I would like to integrate this thing into my game. Something to think about.

DANCE update 1:

Posted in project zombie on February 3, 2010 by bey0ndy0nder

I’ve done reading the DANCE paper (here: …look it on their website), here are some initial thoughts on this:

Good:

* Definitely a useful tool for developing dynamic controller based animation.
I mean, don’t have to start from #include cout << "hello world!" << endl? COOL!

* 'controller based animation' system that reacts dynamically to the environment (it is impossible to animate every possible situation in a dynamic environment).
What this mean is I can use the good ol' "static" skeletal based animation and still use physically based dynamic controller to react to the environment (the system tries to interpolate to the set poses using PD controller with a spring for the "P" part of the PD controller.

Bad:

* Looks robotic:

Some of the demo video the animation looked unrealistic. But then, who cares? It's only a game.

Hmmm that all for now folks. There is another paper I want to read. No doubt however, I can definitely get this thing rolling.

G*d* whatever

Posted in project zombie, thoughts on February 2, 2010 by bey0ndy0nder

I’m not saying anything about the other dude. I think he can do stuff as an artist. I just feel like we should lower our expectations. The argument is we are expecting a contributing community of sorts around the MMO once it gets going. It may work; but it will take a lot of work. And that is a big if… I don’t like it.

Market research:

I always ask, do you even know the what MMOs are about. And to me the answer is always: if we build it they will come. Or, I know I would love to play this (and other gamers are just like me) if we just build the damn thing! That’s fine; however, all these are just speculations. I need some more proof. I always say: you are going up against Blizzard dude.

I just want to make “fun” “kick-ass” games:

Damnit, I don’t really give a damn about MMO–the truth.

Either way, I will continue working on the “base” (I’m ellllllllllll kai da!) then we will see what is up when we get there. The “base” for MMO is equivalent to the “base” for my game.

G*d pessimism

Posted in project zombie, thoughts on February 2, 2010 by bey0ndy0nder

pessimism…

HAHA.

Sure…let’s be ahppy always.

weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

Okay that was fun. Back to work.

DANCE

Posted in project zombie, thoughts on February 2, 2010 by bey0ndy0nder

I’m looking into DANCE

http://www.arishapiro.com/dance/

Still don’t know what it is about; however, I do think this tool will be very helpful.

I’m gonna rant some more on the “MMO games.” I mean I’m not trying to sound like I’m being either pessimistic or I’m “whining.” I mean I’m just trying to “keeping it real” with what I think the problem is, which is making “the matrix” MMO (what we have planned; actually, nothing concrete, we don’t have any specs even…by that I mean one page description of our project lolz).

Making some 2d or simple MMO…fine

Making “WOW killah” with 2 guys…ROFLCOPTER!

Back to being simple lol

Posted in thoughts on February 2, 2010 by bey0ndy0nder

So things did turn out the way I thought it would:

Back to basics. We don’t have the models. All we have are models downloaded off the internet, and every one of them have problems that we need to fix in order to make it work in Ogre (the game engine.) We have problems such as rigged and animation not being exported properly unless I do some fix with code, afterward. So basically we have a ton of models but we need to fix them–each and every one–and that will be time consuming. I rather just have a basic rig and go from there, but no, the “game is simple,” we just “have to do it.”

Hmmm, how about I go back to my original plan with the game; I mean I’m not bad ass as you…jedi master.

What am I going to do? I’m going to concentrate all my effort into getting procedural animations to work. Then I will just generate a lot of simple models based off this. This is all according to my original plan of having a kick-ass game with simple graphics.

“MMO games are easy!”

“Oh yeah, in a year we will have like subscribers!”

“Oh yeah, you can’t be thinking about making a game. We are not making games!”

http://www.gamedev.net/community/forums/topic.asp?topic_id=99561

Shit, I know soon I will be rolling with the STARS! HAHA.