Torque Game Builder/Box2D Integration

Box2D TGB

This Box2D implementation is perfectly integrated into the Torque Game Builder GUI.

I’ve been looking at Box2D a lot recently, mostly because Torque 2D (Torque Game Builder’s replacement) is going to be using it. It’s a damn good, and powerful, two-dimensional physics engine -- it’s what powered Crayon Physics, and several similar physics-oriented games. Box2D is a pretty beautiful thing, from what I’ve looked at, and it’s been ported to a lot of systems. Recently, I found a Torque Game Builder integration for it, and figured I’d look into it. Currently, it’s integrated into the Torque Game Builder editor, and still allows for the use of the standard TGB physics (you cannot have both Box2D and TGB physics on the same object, however). The system comes in the form of a class that needs to be set on the Scene itself, and behaviors that you add to objects. The system uses the object’s convex collision polygon, as well.

Video

Screenshots of the Pyramid Test
Stacked Pyramid
Tumbling Pyramid

TGB/Box2D Integration Links
Torque Game Builder 1.7.4
Box2D implementation

Aliens vs Predator

Humans are so totally fucked in this game.

Humans are so totally fucked in this game.

Well, Aliens vs Predator was finally released two days ago, and I hadn’t noticed. Started downloading it the night it was released, rather than the day. Anyway, started playing it last night, and this morning, and I’m loving the game. The demo wasn’t all that great, I’ll admit, but that’s mostly because Free-For-All in the AVP setting is pointless. To really enjoy the game, you need a Team Free-For-All, with each team being one of the three races in-game (Xenomorph, Predator, or Human). Although I have to say, playing as a Human/Marine in the multi-player game modes is very masochistic. Think about it – as a human, you lack the badassery of the Predators, which includes vision modes specifically designed to help hunt humans and Xenomorphs (believe me, in the dark multi-player levels, Xenomorphs are hard as fuck to spot, harder yet to kill, and don’t even think about catching one if they decide to sprint away), you lack the cloaking, so you’re easy as hell to spot, no matter where you are (again, the Predators can spot all humans with one visor mode, and the Xenomorphs (aliens, for anybody who hasn’t figured that out yet) can track you by “scent” – which, in gameplay terms, is an outline showing where you are. Unlike the Predator’s visors, though, Xenomorphs can see you even through walls), and if you aren’t with a group of friends – well, count yourself among the dead. Because that’s really the only opportune time to kill either of the opposing races – if they start to take out one of your buddies.

Playing as the Xenomorphs, in multi-player especially, but single-player as well, can get disorienting fast. You see, Xenomorphs can run on walls, and can jump from one wall to another. And they’re fucking fast. If I, as a Xenomorph, get injured and need a quick escape, I hold my sprint key and just fucking run. There’s no way that either a Predator or a Human will be able to catch up to me – especially if I’m switching between walls, ceilings, and floor, and jumping from surface to surface. But, as I said, this has the disadvantage of being severely disorienting, however incredibly bad-ass it may be.

Playing as the Predators is amazingly fun, especially in the multi-player games. While you can be seen by humans when your cloak is engaged, they’re usually twitchy as hell and won’t spot you well in the shadows. Xenomorphs still have their scent-tracking thing, and will spot you just as well as they’d spot a human, but you’ve got auto-tracking, shoulder-mounted badassery in the form of a laser gun that is fast enough to track them, provided they don’t jump behind a wall or into a vent. You’ve also got proximity mines, and a few other useful tools, and no player will be too happy when, out of nowhere, in spite of their vigilance, they’re blasted from behind by a laser cannon from a creature they can barely play. But hey, if they’re masochistic enough to play as humans in multi-player, that’s their own damn fault. Who wants to play a pathetic human when you can play incredibly-advanced alien hunters (I guess that human’s aren’t the toughest prey anymore) or incredibly-deadly alien beasts, anyway?

In short, if you have the chance to buy it, whether it’s for PC (where I play), XBOX 360, or some other platform, I highly recommend it. If you do get it on PC, don’t be a puss – buy it over Steam, not at a store, and hit me up for a game.

Need to stop being lazy.

Well, I’ve come to the conclusion that I need to stop being lazy and get some work done on the OS X port of Waxy’s Sushi Party. So, for the next couple of nights, I am going to start working my ass off to get an early prototype ready.

This means a lot of playing the game, taking notes, and fucking around with Torque Game Builder for me, and nightly development blog entries for the whole.. two or three of you who read my blog. Yeah, so, enjoy. >.>

C++/D3D Pong Tutorial 02: Setting up Direct3D and our Engine Framework

Tutorial Description
In the last tutorial, we set up the basics required for the Windows API to open our window. While basic, the task was also essential, though many people who are familiar with Win32 Programming will likely have gained nothing from it. Here, we are going to do several tasks. In no particular order, they are as follows:
1) Set up Direct3D rendering
2) Set up the framework for our game engine
3) Implementing game timing

Downloads
Binary Only (10.4KB)
Full VS2010 Project Dir (13.1MB)

Starting Words
Notice: This tutorial continues from where the “C++/D3D Pong Tutorial 01” article left off. Please read it if you have not already.

More >

What did I just do?

Screenshot of my iMac

Making my terminal insult Justin.

Well, I’m not entirely sure why, but for some reason I seem to have thought that it would be an okay idea to buy a Mac. What is wrong with me, I honestly don’t know, but I can say that it’s a pretty solid system. And I like the fact that the iMac only has a single cable – the power cable – while everything else (system, monitor, etc) is either built-in or (in the case of the keyboard & mouse) running through Bluetooth.

At least now I can start working on the native builds of my Mac-based projects (Waxy’s Sushi Party among them).