Lately, I rewrote some parts of the lighting system of Fruit Wars (once again).
The old system had a “spreadLight” method that was called when a tile that emits light was placed on the map. This worked fine, but it did not work well with sunlights.
Why? Because an air block DOESN’T emit light. It receives light from above the map.
In the new system I redid this and split the calculation of light into two layers: “sunlight layer” and “tilelight layer”. To know the light value of a tile at (x, y) I implemented a method “getLight” that does something like light = max(sunlight[x, y], tilelight[x, y])
You can see the new light system in the following screenshot
Almost three weeks ago I asked myself a question: “Is it possible to make an OS based on a standard C library?”.
So I went ahead and created a repository on Github and did my first commit.
Currently, I have the basic x86 stuff ready and I can load and execute ELF files in usermode.
Check it out at: https://github.com/NielsDev/QuLib-OS/
A friend of mine has just released a new game, while not fully completed yet it’s already tons of fun! Trying to beat this classical game can enjoy you for quite alot of time ^^.
I’m working on a library wrapper for ThreeJS in Dart so you can easily use ThreeJS in Dart!
There’s still work to do, but we’ll get there eventually 😉
The repository is available at: https://github.com/NielsDev/Dart_ThreeJS
So I finally got the courage to continue working on my HTML5 game.
I had a devlog running at tigsource forums, but my code became messy and hard to read, that’s the reason I started the game from scratch.
If you’re interested, take a look at: http://forums.tigsource.com/index.php?topic=39883.
Basically, it works like this:
1) User enters a BF program
2) The code is being interpreted and JS code is being generated during this process
4) I call the generated function
This is done by the Escape Time algorithm.
All modern browsers (even IE11) got support for WebGL, but it may not be enabled by default.
For example, in Safari, you’ll need to enable it in developer tools.
WebGL is much like OpenglES 2.0, so you won’t be able to use things like glBegin & glEnd…
It runs almost at the same speed of a the same thing in C++ and that’s really nice! 🙂