January 2012 Archives

A lot of time since has passed since my last post, and it's late too. The main reason for the silence is the holidays, very little actually work transpired in respects to my thesis during that time, and this is the first week with significant progress since then, and the post is late as I had to finish up the final touches on them today. There has been a great deal of changes, and some interesting considerations, so this post is going to be a long one. It's the first one where I actually felt the need to use the feature in this blog to have a "read more" link on the front page. :)

Since the last post the entire game has been refactored, so before going into detail about changes, I'll sum up the main changes. Before the refactoring, the game was structured like your basic game, with every game character located on the pixel grid of the screen and moving every frame (so, 30 times per second), with movements being in pixels per frame and collisions being based on the actual character sprites. Now it has been split into two parts, one "game" part that handles the screen and keyboard input, and one simulation part that handles the position of the characters, the AI and the logic of the game (collisions and such). The simulation part (or at least its logic) will be shared with the ADATE system and will be translated into ADATE-ML to be used with it, so it made sense to split the code into two bits like this.

About me

I am Daniel E. Bruce, a Python and .NET coder.

Currently working on Renraku OS, in addition to some personal Python web projects, using both Django and Pylons.

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About this Archive

This page is an archive of entries from January 2012 listed from newest to oldest.

December 2011 is the previous archive.

Find recent content on the main index or look in the archives to find all content.

January 2012

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