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*26June2009: Got 2 dots painted on the screen where my 2 wiimotes point to. Added a basic timer so that I can track how many cycles my while(1) loop has done. Can now perform algorithm every X cycles. I am considering writing it all from scratch now, as modifying the algorithm would seem too much like a bodge - like the rest of my code.  
 
*26June2009: Got 2 dots painted on the screen where my 2 wiimotes point to. Added a basic timer so that I can track how many cycles my while(1) loop has done. Can now perform algorithm every X cycles. I am considering writing it all from scratch now, as modifying the algorithm would seem too much like a bodge - like the rest of my code.  
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*29June2009: Been speaking with Christian Mauduit, the guy responsible for the latest version of LiquidWars. Helped clear a few things up. Currently, LiqwiidWars takes the 4 IR positions and -using 2 for loops- will create a "potential" for the armies. It basically comes down to (pseudo) grid[player,x,y] = abs(wiimote(player).ir.x - x) + abs(wiimote(player).ir.y - y). This ignores the "mesh" optimisation that might go in at a later date. All the "fighters" need to to is move to an area of equal or lower potential if they can. This algorithm is not affected by number of players or size of army - just size of map.  
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*29June2009: Been speaking with Christian Mauduit, the guy responsible for the latest version of LiquidWars. Helped clear a few things up. Currently, LiqwiidWars takes the 4 IR positions and -using 2 for loops- will create a "potential" for the armies. It basically comes down to (pseudo) grid[player,x,y] = abs(wiimote(player).ir.x - x) + abs(wiimote(player).ir.y - y). This ignores the "mesh" optimization that might go in at a later date. All the "fighters" need to to is move to an area of equal or lower potential if they can. This algorithm is not affected by number of players or size of army - just size of map.  
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*02July2009: After discussion on forum.wiibrew, maybe the way I'm currently implementing liqwiidwars isnt the best way. Also, my potential gradient is not the same as the one in Liquid War. I think I will start working on the GUI stuff while trying to figure out how to actually implement this.  
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*02July2009: After discussion on forum.wiibrew, maybe the way I'm currently implementing liqwiidwars isn't the best way. Also, my potential gradient is not the same as the one in Liquid War. I think I will start working on the GUI stuff while trying to figure out how to actually implement this.  
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*05July2009: Now up to a team of three, as I asked a friend to help with the core programming, and Guy has agreed to do the music. Fighters are now implemented as a separate class. Also decided to use [[GRRLIB|GRRLIB]] for the GUI stuff, as probably make the graphics a lot easier to code. Current release has one fighter try and get to the cursor - havent done any error capture yet, so if your cursor is on the left border when the fighter gets to the cursor it will catch...oops.  
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*05July2009: Now up to a team of three, as I asked a friend to help with the core programming, and Guy has agreed to do the music. Fighters are now implemented as a separate class. Also decided to use [[GRRLIB|GRRLIB]] for the GUI stuff, as probably make the graphics a lot easier to code. Current release has one fighter try and get to the cursor - haven't done any error capture yet, so if your cursor is on the left border when the fighter gets to the cursor it will catch...oops.  
    
*08July2009: Algorithm changed. Most urgent bugs fixed. Fighter collision outstanding.
 
*08July2009: Algorithm changed. Most urgent bugs fixed. Fighter collision outstanding.
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*12August2009: Bulked up the algorithm and movement stuff to make more resilient. Nearing first proper beta release - Will have a simple GUI, no music, 1 map but all that will build onto this release.  
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*12August2009: Bulked up the algorithm and movement stuff to make more resilient. Nearing first proper beta release - Will have a simple GUI, no music, 1 map but all that will build onto this release.
    
== Still to Do ==  
 
== Still to Do ==  
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