Thursday, October 22, 2009

Growing pains

I've been told I don't update this enough, so I'll give you a heads up on what's going on with the project:

  • For some reason, I've not had a ton of time this past week to really work on Chord.  I think it's a product of a class schedule that requires a lot of outside work, and a part-time job that likes to think that it's full-time.  I'm re-arranging my work schedule so I'll get a full day to work on Chord every Wednesday, so hopefully that will help.
  • I've also been getting very frustrated with deciding how Chord needs to be engineered.  I've made some breakthroughs (more below), but for the most part, wrapping my head around how OGRE works and how I should structure everything around it has been infuriatingly difficult.  I found some articles on OGRE and game archetecture that have been really helpful in trying to decide on a system, so at least I'm making some progress.
  • I think I've got a good way to structure the path that the pulses are supposed to follow.  Basically, whenever a player drops a piece, each receiver builds a graph of all the path pieces that are connected to it, so that pieces that are connected to each other have an edge between them on the graph.  Then, every frame, the pulse updates its distance traveled (since this it travels at a constant speed, that's just the frame time multiplied by the speed, which is relative to the size of a path piece).  That way, the position of the pulse can be quickly determined by traversing the graph to a certain depth.
That's all I've got for now.  I'm thinking this weekend might be a big development weekend, if I can convince myself to skip the industry summit I was signed up to volunteer for.  Decisions, decisions...

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