Jun 282010
 

This week we have made we some great progress on our Physgame Engine and Catch!. John focused on Research. Kirk focused on writing story for the one player portion of the Catch! game. Sqeaky finished work on some Ray-casting functionality.

A Jack Sparrow Cosplayer

We like our R's, but not as much as a scurvy sea dog.

John’s Research is showing promise for clever ways to use the physics system. He thinks we can manipulate gravity on a per object basis which would all for some awesome effects and cool puzzles in Catch! and should not be too hard to implement. He has also determined how Joints and Constraints should work. Joints and Constraints allow for more complex interactions in a game, and will enable us to click a game piece and drag it or attach pieces to make a fully articulated human.

Kirk is focused on character development, but he has still found time to lay a few lines of code. Looks like we will have a excellent story for a puzzle game (or even a short series of novels, and movies… we are open to licensing options all you major movie studios ;-) ). Where the code is concerned he is plugging away at the game launcher and user interface.

Sqeaky has finished work on a way to find where in the game world an object is. Using some fancy math and a technique called Ray-casting we can now put a line anywhere in the game world, and know what objects that line passes through. This is useful for converting 2d mouse clicks into 3d points, and could be used for other games to help with things like gunshots and deciding what to load.