Jun 142010
 

We have made some pretty solid progress this last week on The Physgame Engine. John fixed a couple bugs while Sqeaky and Kirk laid down some new functionality.

Curly Bracket

This is what our 10,000th line of code looks like.

We got some simple work done that didn’t seem momentous until we stepped back and took a fresh look. John fixed a bug that was interfering with a games ability to set the rotation of in game objects (we call them actors), and removed an artificial limit on the number of actors. Sqeaky created a couple places to store data related to in actors and pointing from one place to another in the game world using mathematical rays. He also built a tool which should be able to find actors using these rays. Kirk added some functionality which makes doing math on points in 3d space much easier.

None of that seems truly amazing. However, somewhere in there we past the 10,000 line of code mark. At first we thought it seemed like our code base was pretty big, so we decided to count some of the code-bases for the libraries we use. Bullet Physics has around 662,454 lines of code. Our graphics system Ogre 3d has 5,056,700 lines of code. We have quite a way to go before we have the same world class complexity issues those projects have.

Anyway, we decided to track down our 10,000th line of code and it looked like:
{
We thought it looked a little bit naked so we decided to spruce it up a bit:
{          //10,000th line of code
Please remember that every thing after the “//” is just for documentation purposes and the computer ignores it completely. We know this looks really complex so we included a full color picture with a real life curly bracket for closer inspection.

Tools and Bugs

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Jun 072010
 
Tools and Bugs

The major highlight this week was a needless bug introduced by accident. A line of code was simply deleted during an unrelated update. This caused crashes in the most unexpected ways everywhere else. John found and fixed this error after several days of causing problems for him and other developers. Before he solved it, we [...]

May 152010
 
Setbacks and StepSimulations() Forward

Even though Catch! and the Physgame Engine were crashing left and right, John and Kirk managed to get real physics collisions working. Now we have gray robots falling onto each other, and sometimes flying across the screen. Last week we were able to stop StepSimulation() from crashing, this week John and Kirk were working on [...]

May 062010
 
Major Progress.

Even though it looks like the real advance today was getting this site up, the real progress was made by John. Today he successfully resolved a bug that was keeping in the windows version of Catch! and the Physgame engine from running in any capacity. This was caused by two different mistakes on our part, [...]