blog

This blog is me talking about my stuff, what I do and from time to time, in order to improve the state of the internet and promote better content and google hits for other people, I will also post solutions to various other problems I’ve found.

Enjoy!

Test markdown
20 February 2015

Here’s a code chunk with syntax highlighting:

var foo = function(x) {
  return(x + 5);
}
foo(3)
$ echo $EDITOR
vim
$ git checkout master
Switched to branch 'master'
Your branch is up-to-date with 'origin/master'.
$ git push
Everything up-to-date
$ echo 'All
> done!'
All
done!

You can write regular markdown here and Jekyll will automatically convert it to a nice webpage. I strongly encourage you to take 5 minutes to learn how to write in markdown - it’ll teach you how to transform regular text into bold/italics/headings/tables/etc.

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The road that follows
25 October 2013

I really want to release a demo to get a feedback on the actual game, but there are a few things that I think should be fixed before I release a early preview build:

  • Redesign the hardcoded input system, I’m working on this now
  • Add lights and shadows to the renderer, this will really help the player determine the depth when flying around and help immersion
  • Add 2d rendering/menu, this will provide the GUI for the “press start to play” so the game know what control to accept input from
  • Physics motor, this is perhaps the most important feature. This will allow the player to control the heading of the ship while the motor control the amount of torque to apply to keep that heading
  • First person/cockpit view, as I pretty much already have oculus rift support, this is a given, however given the way the craft moves it might make you really dizzy.
Development stories
13 October 2013

It’s been a while since I posted, but I have been buried deep in rift and input development. Rift development is pretty much done and I have rift support. I have received my razer hydra and backed the stem system and I’m hoping I’ll receive my sixense stem system in July.

Thoughts on the controls
22 August 2013

I have started implementing the basic controls for both the keyboard and joysticks and to test everything out I added basic thrust and torque controls, and while this is really hard to control as each torque requires a counter torque from stopping to spinning I started thinking. The WebGL version of lander and I recall the original (I still can’t get it to play on my win7 system) let’s you enter the desired orientation and let a AI controls the torque thrusts. This is a much easier control scheme as you don’t have to compensate for the rotational adjustments.

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