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 <<O>>  Difference Topic MarksLog (r1.10 - 17 Dec 2004 - MarkKegel)
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Project 3:

Wrote up the following documents:

  • Game Spec
  • User's Guide

-- MarkKegel - 16 Dec 2004

Got game sounds working:

  • CSoundManager?
  • CSound
  • CSndKey?

These classes for the basis of our sound setup. The CSndKey? is my own creation so that we don't have to have a major hack in order to play sounds from any where. The code I stole from a Microsoft DirectSound? tutorial, and then ported our project. The CSoundManager? I made into a singleton, and is the only class that we need to worry about.

Sounds now also load. Aaron found that we could use the sound packages from the Quake models, so both the Homer and Lara sounds are being loaded into memory for later playback. I also implemented it so that we could have theme music in the background, playing repeatedly.

-- MarkKegel - 13 Dec 2004

The controls are still a bit broken since the player will not strafe. Matt and I solved the problem. I noticed that the player needed to have both a direction vector (the direction the player is facing) and a velocity vector (the vector along which the player is moving). We had the direction vector standing in for both properties and thus could not strafe. I went through the code, with Matt since he written a fair portion of Player code, and fixed the strafing problem.

-- MarkKegel - 10 Dec 2004

The AI is coming along nicely. Homer now moves fluidly across the screen and will pickup balls. There is still some things to work out before it is perfect, but since AI can always be better we have opted to make it good enough for the game at hand.

-- MarkKegel - 8 Dec 2004

Aaron and I came up with a fairly good system for the AI. An AI class will take a Player as an arguement, and then give back an Action for that Player. We can do this in the main loop during each cycle and therefore have a continually updated AI.

-- MarkKegel - 5 Dec 2004

I fixed the window controls so that we can now move freely between the console and the game window. The keyboard lost its focus whenever we exited the window, however this problem has been redressed. Also the mouse hides itself whenever the window is active, and will move freely whenever it is not. Makes the game much easier to use and debug.

-- MarkKegel - 2 Dec 2004

Abandoned the fontPrinter. We are nearing our version 1.0 release date and my time is better spent elsewhere.

-- MarkKegel - 29 Nov 2004

I've tried working on the fontPrinter class from our old game. It was using the glut font interface, and even though we weren't using glut, the fontPrinter was still working. Strange!

I attempted to port the code over to a fully Win32 system following the code from the Nehe tutorial. I have been extremely unsuccessful in getting this to work correctly and if I cannot get a working class soon will abandon it and move on to more important matters.

-- MarkKegel - 26 Nov 2004

Fixed the control scheme. The old code would not allow for a full range of movement so I modified it until an appropriate scheme could be found. The controls are quite good, and although the mouse is still a bit broken, the player will never notice how during normal gameplay.

-- MarkKegel - 21 Nov 2004

Keyboard and Mouse

I wrote up the keyboard and mouse classes. Both of these input classes are based around DirectInput?, so that we can poll the two devices for input. I had some sample code from a book for DirectInput? 5, but that didn't work.

Later I found some code online that I have been able to incorporate into a fully working class. The keyboard class not supports both a Pressed, and Released, Functionality, so that we can detect the initial press, or release, of a single time, instead rededecting that the key is down. Both classes are singletons and may be called from anywhere.

-- MarkKegel - 21 Nov 2004

Win32 loop and WndProc?

Since we will be using much of our existing code base from the golf game I wrote up a glWindow class to help in the process. The old glut code relied on three major things, the drawing loop, the idle loop, and a main loop to get input and alternate between the two. The glWindow class is responsible for opening and creating the main window. It also stores information about the window that we will need later.

I also wrote up the WinMain? function and the Window Handler. Currently we have no console for debugging output but I'm sure that this will be remedied.

-- MarkKegel - 13 Nov 2004


 <<O>>  Difference Topic MarksLog (r1.9 - 02 Nov 2004 - MarkKegel)
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Wrote the following documents:

  • UML Sequence diagram
  • UML class diagram

-- MarkKegel - 02 Nov 2004

The flag will draw itself at the hole. Made sure that the hold can be drawn anywhere on the course that we want will two variable changes. Flag and hole drawn together. Did code to check if ball is inside of the hole.

Did the fontPrinter class so that we could print stuff out.

Add in the the timer class to keep track of the time between each frame. It will also calculate the average number of frames that the game is getting.

Modified the terrain texture to keep the player from being able to escape the terrain. Also added a raised ring around the outside of the hole, an inner valley, and then had the hole up on a "green". The terrain information is stored in Terrain.raw. It should be modified by using Photoshop, since you will want smooth gradients instead of shard color divisions.

-- MarkKegel - 27 Oct 2004

Created grass texture. Made it so that the terrain would then be drawn with that texture.

-- MarkKegel - 26 Oct 2004


 <<O>>  Difference Topic MarksLog (r1.8 - 20 Oct 2004 - MarkKegel)
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Did more collision handling work. The collide function now seems to work on general coordinates. I had to fix how the transforms were taking place (or rather not taking place), since that seems to have been the major bug left in our code. Therefore, I can say with at least some confidence that the collide function, and specifically collide_edge, is bug free and will likely work on any triangle we through at it. The next phase will require us to handle multiple triangles, but with a good collide function for a single triangle life ought to be good.

-- MarkKegel - 20 Oct 2004


 <<O>>  Difference Topic MarksLog (r1.7 - 18 Oct 2004 - MarkKegel)
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Modified existing source code some more -- did the following changes:

  • Added in the #define glut_disable_atexit_hack

  • Replaced the ball drawn as a quadratic with something more sensible, and that actually works

  • Added Edge standardization code and fixed it to work with our setup

  • Changed the interface to collide_edge() to make it more general

-- MarkKegel - 18 Oct 2004


 <<O>>  Difference Topic MarksLog (r1.6 - 12 Oct 2004 - MarkKegel)
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Created and uploaded several files:

  • UML Sequence diagram
  • UML Class diagram
  • In the UML Class diagram I added in the general interface to that class that we have created

-- MarkKegel - 12 Oct 2004


 <<O>>  Difference Topic MarksLog (r1.5 - 11 Oct 2004 - MarkKegel)
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I took the prototype code we had for Thursday and expanded it a bit. Triangles now standize themselves upon creation, at least the vertices anyway, edges will have to be done later. I also implemented a rudimentary World class that will hopefully contain everything we want in the game. This will make the game more object oriented.

-- MarkKegel - 10 Oct 2004


 <<O>>  Difference Topic MarksLog (r1.4 - 05 Oct 2004 - MarkKegel)
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Project 2:

Downloaded Matt's code from CVS.

  • Added in Edge collision detection
  • Added comments through out the code to explain what was going on.

-- MarkKegel - 05 Oct 2004


 <<O>>  Difference Topic MarksLog (r1.3 - 28 Sep 2004 - MarkKegel)
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Project 1:

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Project 1:

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Prototype:

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Prototype:

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Final Version:

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Moved the players to their appropriate destinations on the screen.

Changed the appropriate values so that we could have a nearly continuous stream of bullets.

Commented part of the code base.

-- MarkKegel - 16 Sep 2004

Final Version:

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  • Building now has more health
  • Fires come out at a slower rate
  • Max rate at which fires can come out reduced
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Documentation:

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Helped with Aaron to make the game exit on the game loss rather than attempt to reset.

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Wrote the following:

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Added more comments to the code.

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  • UserGuide
  • Also created wiki link for User Guide
  • Final Report
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-- MarkKegel - 21 Sep 2004

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Documentation:

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  • Wiki link for User Guide
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Wrote the following:

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-- MarkKegel - 16 Sep 2004

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-- MarkKegel - 28 Sep 2004


 <<O>>  Difference Topic MarksLog (r1.2 - 27 Sep 2004 - MarkKegel)
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Project 1: In progress...for the prototype I implemented having two players fire on the screen.

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Project 1:

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Wrote up the Room Commander sections of the Game Spec document.

Prototype:

Implemented having two players fire on the screen at the same time.

Final Version:

Implemented the health bar for the building. Tweaked the final values of some of the game constants to make it more playable.

Documentation:

Wrote the following:

  • UserGuide
  • Also created wiki link for User Guide
  • Final Report
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Project 2: Have yet to begin.

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Project 3: Still a long way off.


 <<O>>  Difference Topic MarksLog (r1.1 - 16 Sep 2004 - MarkKegel)
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%META:TOPICINFO{author="MarkKegel" date="1095322380" format="1.0" version="1.1"}% %META:TOPICPARENT{name="ProjectPersonnel"}% Log of Work done during CS121:

Project 1: In progress...for the prototype I implemented having two players fire on the screen.

Project 2: Have yet to begin.

Project 3: Still a long way off.

-- MarkKegel - 16 Sep 2004


Topic MarksLog . { View | Diffs | r1.10 | > | r1.9 | > | r1.8 | More }
Revision r1.1 - 16 Sep 2004 - 08:13 GMT - MarkKegel
Revision r1.10 - 17 Dec 2004 - 04:54 GMT - MarkKegel
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