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Daniel Buckmaster's Blogs

Cutting my losses

I just made a huge leap forward with my advanced Player class! How, you ask? By NOT doing something that was going to take me months! It’s brilliant...

Author Daniel Buckmaster Date 10/28/2009 (10:32 am) Comment 10 comments

Behaviours grow on trees

Distractions, ahoy! Rudimentary combat AI using Behaviour Trees for decision making. Roll up! Learn a little more about BTs and hopefully be a little bit entertained.

Author Daniel Buckmaster Date 10/24/2009 (9:35 am) Comment 12 comments

Tribes demos on Youtube!

After rediscovering the joy of watching the demos that came with Tribes, I decided to record them and stick them on Youtube. Quality's not top, but it's great to see them again.

Author Daniel Buckmaster Date 10/22/2009 (9:45 am) Comment 3 comments

Horrible Little Flying Things

The first of the Horrible Places features I'm showing: swarms of particles. See a video! See a video! See a video!

Author Daniel Buckmaster Date 09/10/2009 (7:00 am) Comment 13 comments

Horrible Places

It’s been a while since I last blogged, and I was announcing a rather exciting thing: my replacement of the stock Player movement code to make way for something hopefully more realistic and exciting. That’s still simmering away, with most of the main changes done, but needing fine-tuning, tinkering, and finishing touches. [Only one image :(...]

Author Daniel Buckmaster Date 08/03/2009 (4:17 am) Comment 10 comments

Revamping Player… well, everything

It’s been a while since I promised a resource of my code for my custom Player animation system. Sorry I haven’t got around to doing that yet. I also started working on spring-based Player movement, so you could avoid the unnatural-looking bounding box collision with the ground. Also no resource – again, sorry. But both of those things have merged in my codebase into something much bigger and far more beautiful.

Author Daniel Buckmaster Date 04/07/2009 (9:10 pm) Comment 10 comments

Revamping Player animations

Right now, the Player class looks up a static table of animation data to pick animations for things like movement and jumping. This system works well, but I wanted something a little more flexible.

Author Daniel Buckmaster Date 02/27/2009 (2:51 pm) Comment 14 comments

Driving me up the wall...

Quite literally. Kork goes all Aliens on me. With my handy-dandy new quaternion-using Players, I figured it was about time to get something useful done with them. Climbing and wall-walking were the first things, obviously.

Author Daniel Buckmaster Date 01/30/2009 (7:26 pm) Comment 11 comments

Free-rotating Player with quaternions

This resource adds the ability for Players to rotate freely using quaternions. The behaviour of the default player is not changed; you must extend Player to use the free rotation capability for your specific needs. Note: This resource breaks the AIPlayer thinking logic. I'm working on an updated getAIMove function to take my changes into account.

Author Daniel Buckmaster Date 01/17/2009 (3:25 pm) Comment 12 comments

Upgrading arm animations

I'm going to take some time to talk about the feature I'm currently implementing into TGE - a drastically improved (IMO) arm animation system. The stock system is amazingly simple - no horizontal moti...

Author Daniel Buckmaster Date 11/22/2008 (3:18 pm) Comment 8 comments

For newbs like me...

Today I had some arm animation craziness. I guess it's a microcosm of my experience working with Torque in general. I spent most of the day trying to understand why my modifications to Player weren't ...

Author Daniel Buckmaster Date 08/08/2008 (4:16 pm) Comment 4 comments

OnagerEngine is now WarEngine and I have a feature list!

I decided against OnagerEngine, in the end. I came up with WarEngine before, and it's better, so I don't know why I didn't like it. Meh The critical thing is, I've actualy taken the time to sit ...

Author Daniel Buckmaster Date 08/01/2008 (6:37 pm) Comment 5 comments

The War Engine

[BEWARE - super long post!] [EDIT: Name changed from Siege Engine to Onager Engine; see comments] [EDIT: Changed name from Onager Engine to War Engine. Yes, my mind is finally made up!] So, t...

Author Daniel Buckmaster Date 05/07/2008 (6:50 pm) Comment 9 comments

No, still no crosshair...

Sorry. Well, I can post the code changes to the crosshair I made, but I want to write a real resource with a full tutorial and usage. On second thoughts, I might just get it out there and do the scrip...

Author Daniel Buckmaster Date 11/03/2007 (6:36 pm) Comment 0 comments

Second blog post!

Yes, it worked this time. In my last blog, I mentioned a few changes to GuiCrossHairHud. To sum it up, imagine the Advanced Crosshair resource but more of a blank canvas. The crosshair will remembe...

Author Daniel Buckmaster Date 09/01/2007 (8:40 pm) Comment 0 comments

First blog entry...?

This isn't actually my first blog entry. You see, I wrote one last night. It was the blog entry to end all blog entries, and it was so damn long that my eyes bled when I looked at it. Then I hit 'Subm...

Author Daniel Buckmaster Date 08/07/2007 (9:50 am) Comment 4 comments