All entries for May 2006
May 22, 2006
So I got a little bored of revision… and turned to the blog again. Nothing particularly earth–shattering has changed. I've added the gallery/rss buttons again on the left hand side, and managed to put my Xbox Live gamercard in the top right hand corner.
I've decided to create a gallery for each month that I'm developing TTDotNet/TT3D/[whatever else I refer to it as] so it's a bit easier to see the progress I make as time goes by. I've only got some screenshots from back in April, May seemed to be a month of short 'in–game' videos and revision, meaning I've not made much progress of late. Hopefully as soon as the exams have finished, and I've competed at GT4 at the ESWC at the end of June, I can really get my head down and crack on with some actual features.
May 09, 2006
May 05, 2006
In what really should be one of my last things in TT3D before I start revising solidly, I implemented dragging of roads, not /quite/ as easy as it sounds given each square is only 2 triangles. A lot of the code that went into it will help a lot when it comes to doing work on Rail too.
Being able to build road networks a lot faster should help with testing as well, as before today it was click click click for every half tile you wanted… Anyway, another ~400KB video of road dragging, and if I post again, you'll know revision isn't quite going as planned.
May 04, 2006
Managed to finish the javacc a little quicker than I had expected, so spent the evening doing some more work on the road networks. While the actual method of placing roads is still a little shakey (half squares at a time, no dragging) it builds up a graph data structure to store the network. Currently every square is a node in the graph, but I've already implemented the concept of a "path" from point A to B, so just need to add a little extra functionality to remove straight lines as nodes.
On the pathfinding front, I think I am probably done. I did hope (before I started coding) that I'd be able to abstract rail/road networks into a single "network", but have opted not to, at least for now. Although they share many characteristics, signalling on rail networks is going to be a big enough pain that having the road network separate will make my life easier.
I chose A* pathfinding for a few reasons really, a) it seems generally to be the "fastest" of all the graph searching algorithms, b) OpenTTD uses it, so it must be good, and c) It's not as hard to implement as it might first seem. For a bit of extra reading, Wikipedia is a good place to start, while A* For Beginners does a fairly good job of explaining it.
No screenshot this time, just a video of the pathfinding doing it's stuff. A snip at 546K (xvid) it just illustrates a vehicle knows where it's going. Animation around corners and non–tiling road textures are the least of my worries at the moment :).
May 03, 2006
After playing around with CSS for the last few hours I've got the layout to something a little more simple, though perhaps when I start adding more entries/pictures I'll find a place for the now invisible sidebar. For now, a dated picture of what the "game" looked like a few weeks ago, 2×2 maps should be sufficient right…?
EDIT: If people are having difficulty reading things with the background as it is, do say, but it does contrast quite well I think.
Note to self, fix comment box colours, white on white isn't very good. Fixed.