Author Archives: Robin Holmgren
Week 7 – With Intent
There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]
Week 7 – With Intent
There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]
Week 7 – With Intent
There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]
Week 7 – With Intent
There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
Week 6 – With Intent
This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Escape grupp 4 – Light and Collision
My name is Robin Holmgren, and I work in group 4, aka. ”Boring warriors” on the concept ”Escape”.
We choose Escape because we felt it would be the most challenging to make, and most of us felt that we could actually want to play the game after it is done, the Light engine in particular drew our attention.
My primary job in the group so far has been implementing the light engine and some different managers, like Hull manager and Wall manager, […]
Past 2 weeks
Ok, so I’ve been slacking off with the typing, and didn’t work for a week after new year. So here’s a summary.
I mentioned that SDL_Timer took a lot of CPU last time, and it was partially true, but not the sole reason. I had forgot to add SDL_delay(), causing the application to use any available CPU power, updating an arbitrary amount of times a second. after adding a delay of 10ms, it worked smoothly (albeit still use more CPU than […]
Past 2 weeks
Ok, so I’ve been slacking off with the typing, and didn’t work for a week after new year. So here’s a summary.
I mentioned that SDL_Timer took a lot of CPU last time, and it was partially true, but not the sole reason. I had forgot to add SDL_delay(), causing the application to use any available CPU power, updating an arbitrary amount of times a second. after adding a delay of 10ms, it worked smoothly (albeit still use more CPU than […]
New Year’s Eve!
Ok, so I’m really boring, I’m not having fun with the rest of the guys on new year. Instead, I’m programming… forever alone!
I’ve not progressed much in terms of the mechanics or content today. But I did find out a massive CPU leak, it’s literally making my computer turn the fan on (which is impressive on my Air, it’s generally cool to the touch).
It sits on about 35% CPU in LoadingState, which is obscenely high considering it’s only writing out […]
New Year’s Eve!
Ok, so I’m really boring, I’m not having fun with the rest of the guys on new year. Instead, I’m programming… forever alone!
I’ve not progressed much in terms of the mechanics or content today. But I did find out a massive CPU leak, it’s literally making my computer turn the fan on (which is impressive on my Air, it’s generally cool to the touch).
It sits on about 35% CPU in LoadingState, which is obscenely high considering it’s only writing out […]
Cross-Plattform
The code has been optimised to compile on both Windows and OS X now (previously only optimised for OS X), the code should be compatible with Linux’s gcc compiler as well.
We still need to make a working soundmanager. SpriteManagers have been moved to to the states instead (since we don’t need the other sprites loaded into the memory while in another state), to work with that, the IMG_INIT() and IMG_QUIT has been moved to the Load() function instead. (IMG_INIT only […]
Cross-Plattform
The code has been optimised to compile on both Windows and OS X now (previously only optimised for OS X), the code should be compatible with Linux’s gcc compiler as well.
We still need to make a working soundmanager. SpriteManagers have been moved to to the states instead (since we don’t need the other sprites loaded into the memory while in another state), to work with that, the IMG_INIT() and IMG_QUIT has been moved to the Load() function instead. (IMG_INIT only […]
The last week.
Most of my time this week have been reading the SDL documentary about the functions that I can use as well as drawing a simple flowchart so I have some overview of the work to be done the (then) coming weeks.
I used up several hours trying to get SDL_AddTimer to work as intended, for some reason, using ”event.user.code = 1″ didn’t work as intended, moving the mouse in the screen would trigger the […]
The last week.
Most of my time this week have been reading the SDL documentary about the functions that I can use as well as drawing a simple flowchart so I have some overview of the work to be done the (then) coming weeks.
I used up several hours trying to get SDL_AddTimer to work as intended, for some reason, using ”event.user.code = 1″ didn’t work as intended, moving the mouse in the screen would trigger the […]