120
|
As I was porting the old version 4 menu to version 5.
|
119
|
The new menu being used to restart the game.
|
118
|
This is what happens when I forget the game and leave it running for
12 hours (look at the sensor). The wandering aliens have taken over
large areas of the screen.
|
117
|
A new 'wandering' alien lays down a field of fire, until it got bored
with me, anyway. (Currently, this AI only targets things getting
closer to it.)
|
116
|
An alien's gunning run, followed by ramming.
|
115
114
|
More aliens on the attack, now with collision warning lines.
|
113
112
|
Attack of the mutant killer aliens, complete with engine effects and
burst-fire cannons.
|
111
110
109
|
Using a long life particle system to observe various orbits. The
sensor, scanner and direction ring are new.
|
108
107
106
|
Development of the star's appearance.
|
105
|
Asteriods landing on the star. I turned on the control points for fun.
These are bezier-based asteriods.
|
104
103
|
New background star streaking.
|
102
101
100
|
Early development of roids, version 5.
|
098
097
096
095
094
093
|
As I learned how to use textures.
|
092
|
I have the asteriods flashing red when they get a network update.
|
089
|
An asteriod I made with povray.
|
088
|
As one would expect, larger asteriods end up generally slower than
small ones after collisions have been at work.
|
087
|
A little networking bug. The lag made it hard to pause.
|
085
|
A 3D asteriod I did for my graphics class.
|
073
072
|
More networked asteriods, working well.
|
071
|
My first networked asteriod! It just
drifted by as I was sitting around waiting to see if I'd segfault. I
didn't segfault, by the way. This is also probably the first "action"
shot of the networking code.
|
068
|
Upp FF in a low-detail world. Helps framerate quite a bit in software.
|
066
|
Messing with the collisions (no reason for grayscale). Upp CC.
|
064
|
Messing with the collisions. Upp CC.
|
063
062
|
Upp CC, looking at collisions. Asteriod masses are more creative now.
|
060
|
Big shot, Upp DD.
|
059
|
Blue oval shield, Upp DD. This is about when I decided a blue shield
would stand for asorb-only, red would be deflector-only, and green
would be both.
|
058
|
Upp FF.
|
057
|
Upp FF, early stage of system bars.
|
055
|
Server connect screen. Yippie!
|
054
|
Real early Upp FF. Looks round. Also the first pic with the new
graphics-level-effected starfield.
|
053
|
New lettering for the info boxes, with Theoian FF in all its
triangular glory.
|
052
051
|
Got the message system going.
|
050
049
048
047
046
|
The Theoian super-simple status bars breaking into new turf.
|
045
044
043
042
041
040
039
038
037
036
035
034
033
032
031
030
029
028
027
026
|
Fun with splines and asteriods.
|
025
024
023
022
021
|
Collisions.
|
020
019
018
|
Sectors (part of collision detection).
|
017
016
|
Rocket visual effect.
|
015
014
013
012
|
Early shots after leaving the ship-centric universe.
|
011
010
009
008
007
006
005
004
003
002
001
|
Really old stuff.
|
OSX-desktop-1
OSX-desktop-2
|
First screenshots I've posted showing how things are going in OSX.
I've tried to take more, but in OSX 10.1 the results were very poor
and even now... as you can see the screenshot mechanism takes it's
data over a period of time. It does make for interesting images.
|
desktop04
|
I switched my window manager back to blackbox (that was the longest
time I've ever used KDE/Gnome). I brought the serverUpdate.cpp file
to the front to show some of the hilighting tweaks I've done in
NEdit. NEdit is good. I've just
barely scratched the surface of its functionality.
|
075
074
|
What's even more fun than segfault's? Errors with no messages!
Right about here in each picture, the main thread went into a
silent loop, the recv threads and send thread all went silent but used
little or no CPU time, and the main networking thread continued
working (for a while).
|
desktop02
|
Find the error. The segfault message is on the right pale-yellow term.
Mmmmm, debugging.
|
070
|
Once, the client's send thread mysteriously and silently died right
about here. Haven't found out why yet. The other threads kept on
running, of course, and so all of the packetdatatype's piled up in the
outnet list and the other threads went into waiting loops.
|
desktop01
|
Back when I had just started the networking code.
|