ExPylos and other news
by Frank Bignone · 06/04/2009 (9:25 am) · 3 comments
Resting...
I was able to have some holidays last months, good for me for those knowing how much work alcoholic I can be. I took this opportunity first to rest in South of France; and also to look a little bit at T3D. It turns out that T3D shows some strong benefit and in the continuity of TGEA is not difficult to handle for people familiar with TGEA.
As an exercise I always like to make a quick little game (let you play with many basics features of the engine). I came out with a little demonstration inspired with the board game Pylos as outlined with the following banner (and blog title too).

If you are interested to test it, and also to put some comments (bugs, changes, features requests), do not hesitate to go on this website. At the moment it is only a one vs one implementation, but if you read the website you will see that I will add in the future a multiplay / ai and some extended rules.
Pelorea: Tactical War
These little two weeks of holidays help me also to take some good thinking on our current Pelorea game. Main things was to refactor some of our code in order to easily manage game phases / turns and actions. We have now a 'generic' system which is capable to link actions / phases / turns / board / unit / ai together which will help to finalize faster the code of Pelorea without having so much specific and hard-wired functions so difficult to debug... It may even come out, that those code can be used for some similar genre game. If you have read my latest blog, this 'generic' system is what I named TEP; it's almost finished and it turns out to be very useful indeed.
By the way, I just figure out that I forgot to put a screenshot last time (some of you knows it already if you have read some of the private forums, but as it is on our website I will do some self-promotion by linking it here too ^_^). The minimap system is rendered in realtime from a top-down camera and update every x frames (depending on the frame rate).
I was able to have some holidays last months, good for me for those knowing how much work alcoholic I can be. I took this opportunity first to rest in South of France; and also to look a little bit at T3D. It turns out that T3D shows some strong benefit and in the continuity of TGEA is not difficult to handle for people familiar with TGEA.
As an exercise I always like to make a quick little game (let you play with many basics features of the engine). I came out with a little demonstration inspired with the board game Pylos as outlined with the following banner (and blog title too).

If you are interested to test it, and also to put some comments (bugs, changes, features requests), do not hesitate to go on this website. At the moment it is only a one vs one implementation, but if you read the website you will see that I will add in the future a multiplay / ai and some extended rules.
Pelorea: Tactical War
These little two weeks of holidays help me also to take some good thinking on our current Pelorea game. Main things was to refactor some of our code in order to easily manage game phases / turns and actions. We have now a 'generic' system which is capable to link actions / phases / turns / board / unit / ai together which will help to finalize faster the code of Pelorea without having so much specific and hard-wired functions so difficult to debug... It may even come out, that those code can be used for some similar genre game. If you have read my latest blog, this 'generic' system is what I named TEP; it's almost finished and it turns out to be very useful indeed.
By the way, I just figure out that I forgot to put a screenshot last time (some of you knows it already if you have read some of the private forums, but as it is on our website I will do some self-promotion by linking it here too ^_^). The minimap system is rendered in realtime from a top-down camera and update every x frames (depending on the frame rate).
About the author
Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.

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