My brain makes things explode.
Posts tagged Torque
Work, Stress, and LCAR
Aug 27th
Aaaand, not surprisingly, here I am again, after paid little to no attention to my blog in gods know how long. Work’s been long and tiring recently, and it’s showing no signs of letting up any time soon – I suspect it’ll be a good while before I’m able to get a good amount of work on games done. It’s rather stressful, but at the same time, calming. Maybe it’s because I don’t have time to over-think life at the moment, but who knows.
Alright, so some nice things (and some not-so-nice things) have happened recently. Firstly, I’ve left KBFail for the umpteenth time, and I have no intention of going back. I’ve also switched (again) to using my iMac, and I’m hoping to stick with it this time around – it runs WoW decently enough, and I’ve found myself playing few games recently (Before it hits your mind, though I’m likely too late as it is, it is not because of WoW. I haven’t been playing that much, either), instead opting to do research, mentally prepare for my transition, trying to be a slightly more cheerful person, and working on development.
On the note of development, I’m still in a rut. I’ve come to the conclusion that I have to firmly put my mind to some tasks and force myself to push through and to apply myself to my goals – which is definitely an improvement. I’m starting to work out again, trying to get my body into better shape (again in preparation for my transition), eating healthier, and drinking less soda on the health side of things, while I’m trying to push through my distaste for my awful programmer art and trying to at least create semi-decent placeholders to allow myself to work on projects that I’ve been wanting to work on, such as LCAR.
And that brings me to the next topic: LCAR. The project is still very much in planning, and I’m considering taking it to another level. I’m currently considering the implications of investing in an iPad for development purposes – not only would it give me a better platform on which I could create programmer art (I may suck with a pen/paper, but I’m still better with it than with a mouse), but I have a new platform to target. I’m still working it out to try to determine whether or not I think it would be a worthwhile investment, and I’ll keep you posted on that. If I do get it, I intend to get the Torque engines targetting iOS (currently only iTGB, though iTGE is being worked on), and I intend to distribute LCAR on the iPad as well as my already-determined Mac and Windows releases. I think it’ll be pretty interesting, and we’ll have to see where it goes.
And for my last topic, I am going to be attending Casual Connect in Seattle, WA next year, mostly because I really want to meet the TorquePowered team. This is gonig to be my first time going out in public as.. well, me. I got some great encouragement from Mich Perry on the Torque team, and I’m confident that I, at the very least, am not going to have rotten fruit thrown at me for being what I am. At least, not from the Torque team – I can’t vouch for the rest of Seattle (:P). If anybody else is coming, or has suggestions for places to stay, I’m all ears. Looks like, on top of my development goals, I have a lot of work to do if I’m to be comfortable going out in public, and if I want to pass.
Wish me luck!
Another update.
Apr 21st
Well, this has been a busier week than I’d thought. I’ve been more exhausted from the rifle range than I’d anticipated, and while I’ve gotten the code pulled back up and compiled on my reinstall of Windows, I haven’t gotten around to actually writing the tutorial. I have gotten a little work done on it, but not much. And this weekend, I’m probably going to be making another trip to Phoenix, and you can’t count on me to get any work done on my tutorials when I’m spending time with Erin – no offense, but she’s much better company. ;)
Anybody who’s been to my blog more than one time will probably notice that I’ve changed the theme. I’m just playing around with some different themes and such, and I’ve been in a very Apple mood recently, so I decided to pop that up. Other than the time I’ve been able to spend with Erin, nothing’s really changed about my life, that’s worth mentioning, so I guess that about wraps things up here.
Sorry for those who are still waiting on the next tutorial! I’ve got a project that popped up that I’m playing around with as far as Torque goes, but I’m still planning on working through writing up the next tutorial. I’ll probably create a Google Code project for the tutorial series, so that people can get the most up-to-date code from a Subversion repository and play with things themselves, but I haven’t really gotten around to doing anything at all recently. >.>
Torque Game Builder/Box2D Integration
Feb 20th
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
Need to stop being lazy.
Feb 16th
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. >.>