Plan for Max Robinson
by Max Robinson · 10/03/2005 (7:05 pm) · 1 comments
Just because the old one was rediculously old...
I'm currently working on:
- A little demo game/maybe larger project if things go well
- Shader-heavy visual effects like shockwaves and explosions for TSE
- Particle engine stuff for TSE
- Misc. stuff involving TSE that gets in my way when doing my demo
I just finished doing:
- Nearly full pathing implementation from scratch for TGE (precompiled nodemaps that can be saved & loaded, real time pathing done by the AIPlayer class)
- Converting over my old TGE project into TSE. Well, I am almost done with this :)
- Creating a sort of screen-ripple shockwave like in F.E.A.R with TSE, created in game by adding a datablock link to explosions when you want to.
- Implementing a lot of my old TGE particle things into TSE (decay {particleData chains} and colliding, alongside some of Mostlikely's additional particle emitter features like axial rotations)
I'm currently working on:
- A little demo game/maybe larger project if things go well
- Shader-heavy visual effects like shockwaves and explosions for TSE
- Particle engine stuff for TSE
- Misc. stuff involving TSE that gets in my way when doing my demo
I just finished doing:
- Nearly full pathing implementation from scratch for TGE (precompiled nodemaps that can be saved & loaded, real time pathing done by the AIPlayer class)
- Converting over my old TGE project into TSE. Well, I am almost done with this :)
- Creating a sort of screen-ripple shockwave like in F.E.A.R with TSE, created in game by adding a datablock link to explosions when you want to.
- Implementing a lot of my old TGE particle things into TSE (decay {particleData chains} and colliding, alongside some of Mostlikely's additional particle emitter features like axial rotations)
About the author

Torque Owner Chris Byars
Ion Productions