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Plan for James "Corvidae" Williams

by James \"Corvidae\" Williams · 02/01/2003 (2:45 pm) · 6 comments

A couple of days ago, the team leader/lead artist for Underhive announced he wasn't going to be able to work on the project anymore, leaving us with two programmers and a texture artist. Because of this, the project's been put on indefinate hold until/if he comes back. This means I have no real serious dev plans at the moment. To be honest, I don't particularly feel like joining/starting another team at the moment. I'm looking at working on resources or other tools/enhancements before I get back into dev work. This has another benefit, as well; I'm moving from Nevada to New Hampshire at the end of February, and getting ready to move across the country will be occupying most of my normal development time (leaving me precious little to work on an actual game). If anyone's looking for any specific enhancements to Torque they'd like to see implemented, drop me a line. I might be able to start working on them.

In other news, the level editor I've been working on specifically for Torque is coming along fairly well, given my inexeperience with most of what I'm doing. :) A screenshot of it in action is available here (warning: it's a fairly large picture). I have maps loading/saving and rendering, but the rendering isn't quite working right. I'm currently drawing vertices at the points (as shown in the picture), but I can NOT find a way to render the surfaces of each brush given just the vertex information. The best information I've found involves determining a convex hull that encloses all the vertices and drawing that, but I can see that causing more problems downt he line when I get into actually editing the geometry. I'm starting to think this might be way over my head...

#1
02/01/2003 (3:47 pm)
Are you trying to render using the data from the DIFs or data from MAP files?
#2
02/01/2003 (3:51 pm)
Just from .map files. The editor will spit out .map files and call map2dif automatically to compile them.
#3
02/01/2003 (4:40 pm)
Im pumped to see that you are getting work done on the new Editor. Sorry to hear about your team, though.
#4
02/01/2003 (8:21 pm)
So, you guys can't continue working on the game? That sucks...sorry to hear that, James. :-(

-Eric
#5
02/01/2003 (11:55 pm)
Eric: Technically we could, but we talked it over and came to the conclusion that we really lacked the "critical mass" necessary to keep going, and that it was better to just shelve the project for the forseeable future.

On a happier note, thanks to the help of Phil Carlisle and James Lupiani in IRC, I managed to get the editor detecting the edges of each brush. All I should have to do now is find a 3D line intersection algorithm that I can use to trim the lines down, and I should have a working wireframe mode. Then comes the fun part (flat and texture rendering).
#6
12/04/2003 (1:50 am)
Hmmm.. so hows the level-ed coming along?