DevBlog
we moved the restaurant supply link building devblogs of our projects into one common blog: http://schattenkind.net/
for download, see Main Page
Contents
new blog software and url
Hagish 15:35, 8 October 2008 (CEST) because of some issues with the wiki blogging we moved to a "normal" software. you can find the new post under http://schattenkind.net/ .
- Victoria Secret models names
- gall bladder symptoms
- acne home remedies
- alcohol withdrawal
- Acne treatment
- amazon promotional code
- gall bladder symptoms
- hormonal acne cures
- alcohol withdrawal symptoms timeline
- kohls coupons 30 off
- cialis 20mg
working on the new gui system
Ghoulsblade 23:33, 12 March 2008 (CET) : we're still testing in the iris codebase mainly, but the new gui system will be used for weight loss pillsproposal software sfz as well, a little preview about some upcoming features for text display :<br>
<endFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
bit quiet lately
Ghoulsblade 00:40, 15 February 2008 (CET): we're still around, but rather busy lately with other stuff, some interesting things that will probably be used for sfz planets later are being experimented with in iris (see iris devblog ), namely shadows, sky, and also iphone photography a few grass and tree experiments. Also code for TextureAtlas and geometry-batching for better performance has been added there.
and we're also brainstorming for a redesing of the guicode, a few notes here.
2008 January
fastbatch
Ghoulsblade 21:09, 4 January 2008 (CET) : we've been working on a class for grouping the geometry of up large numbers of objects into a single batch, similar to the Ogre::StaticGeometry, this allows better performance at a slightly increased vram cost. It is a bit more lightweigt and flexible than static geometry, and has been designed to construct the batch fast so it can be used for contructing the batch at runtime, whereas Ogre::StaticGeometry was rather designed to construct the batch while loading a level or similar, so it wasn't really designed for fast construction. Also our batch allows colouring instances via vertex colour, and allows the whole batch to be repositioned and rotated as a whole. The main reason for developing it was to improve performance in iris, but it will probably be useful for things like asteroid fields in sfz as well, and maybe for stuff on planets later as well.
2007 December
merry xmas to all ! quiet here lately due to work on iris
Ghoulsblade 16:17, 24 December 2007 (CET) : merry xmas to all who read this =) it's been a bit quiet here lately, we're currently busy working on performance improvements for iris, but at least some of them might also be interesting for sfz later =) We're experimenting with multitexturing, tilebased terrain, transition masks, and a more dynamic batched geometry class than the Ogre::StaticGeometry, as we need to change the contents at runtime, and want to avoid costly reading mesh data back from VRAM. And since iris and sfz share the lugre lib, both projects benefit from the resulting code improvements and addtitions.
2007 November
tractorbeam experiment
Ghoulsblade 21:03, 26 November 2007 (CET) : first experimental tractor-beam weapon. Can be used to drag enemies inside the range of deadly close-range weapons.... or for having fun with asteroids :)
<flvplayer width="320" height="240" loop="false">TractorBeam01.ogg</flvplayer>
short video of interior walk
Ghoulsblade 16:22, 22 November 2007 (CET) : no new feature, but i made a short video showing how interior walking and furniture placement currently looks
<flvplayer width="320" height="240" loop="false">Interior.ogg</flvplayer>
Interior.ogg(1.5mb)
weapon icons : cooldown bar
Ghoulsblade 22:17, 20 November 2007 (CET) : the weapon icons now have a bar displaying the cooldown time until the weapon can be fired again.
clickable weapon icons
Ghoulsblade 17:16, 19 November 2007 (CET) : now we've got clickable weapon icons, left-click to fire the weapon, rightclick to open a context menu (currently only for unequipping)
better movement and more weapons
hagish 13:00, 18 November 2007 (CET) : Last night and the last 2 hours we improved the ship movement. Now we have a non-newton-max-velocity navigation. This not very realistic but far more fun. There are some new weapons too: splitting rockets (nut,star), chain laser, lightning gun
split rocket
hagish 16:45, 17 November 2007 (CET) : the first new weapon starts to work. a split rocket and a chain laser. http://sfz.schattenkind.net/wiki/images/f/f0/Splitrocket.ogg
weapon icons 2
Ghoulsblade 17:14, 11 November 2007 (CET) : BR48 showed up in the freegamer irc and asked if he could help out anywhere, now he started making nicer icons for us =)
forum thread : http://forum.freegamedev.net/index.php?t=msg&th=443
weapons and enemygroups
hagish 19:40, 4 November 2007 (CET) : last night ghouly and i worked a little bit on sfz. he startet to implement the new weapons and i merged the contributed enemygroup patch and started to implement a hero-defense like game mode.
weapon icons
Ghoulsblade 03:44, 1 November 2007 (CET) hagish and i met today, and we decided to focus on combat. some notes : Sfz31.10.2007 i already started making a few weapon-icons, they're rather simple, but should do for getting started.
(unguided missiles, last 3 can split into multiple warheads, in different formations)
(guided/homing missiles, the last one is remote controlled)
laser,projectile,railgun,charging
e-drain,tractor,emp(paralyzing shockwave),plasmaglob
afterburner,chainlightning,lightning,plasma(like flamethrower)