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Game Images:

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As I was porting the old version 4 menu to version 5.
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The new menu being used to restart the game.
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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.
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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.)
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An alien's gunning run, followed by ramming.
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More aliens on the attack, now with collision warning lines.
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Attack of the mutant killer aliens, complete with engine effects and burst-fire cannons.
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Using a long life particle system to observe various orbits. The sensor, scanner and direction ring are new.
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Development of the star's appearance.
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Asteriods landing on the star. I turned on the control points for fun. These are bezier-based asteriods.
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New background star streaking.
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Early development of roids, version 5.
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As I learned how to use textures.
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I have the asteriods flashing red when they get a network update.
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An asteriod I made with povray.
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As one would expect, larger asteriods end up generally slower than small ones after collisions have been at work.
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A little networking bug. The lag made it hard to pause.
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A 3D asteriod I did for my graphics class.
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More networked asteriods, working well.
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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.
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Upp FF in a low-detail world. Helps framerate quite a bit in software.
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Messing with the collisions (no reason for grayscale). Upp CC.
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Messing with the collisions. Upp CC.
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Upp CC, looking at collisions. Asteriod masses are more creative now.
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Big shot, Upp DD.
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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.
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Upp FF.
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Upp FF, early stage of system bars.
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Server connect screen. Yippie!
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Real early Upp FF. Looks round. Also the first pic with the new graphics-level-effected starfield.
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New lettering for the info boxes, with Theoian FF in all its triangular glory.
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Got the message system going.
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The Theoian super-simple status bars breaking into new turf.
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Fun with splines and asteriods.
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Collisions.
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Sectors (part of collision detection).
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Rocket visual effect.
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Early shots after leaving the ship-centric universe.
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Really old stuff.


Work Images:

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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.
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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).
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Find the error. The segfault message is on the right pale-yellow term. Mmmmm, debugging.
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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.
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Back when I had just started the networking code.


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