So, you probably want to know what is happening

Posted by on 20th November , 2012

The current order of business is to get the collision system working with a new version.  The newer version implements a primitive quad-tree style algorithm, with the essential aim being to reduce the amount of function calls and checks performed each time we run a collision check.  In the original test version the star map was divided into cells, and each cell contained all of the objects for the given play area.  The newer version sub-divides the cell into  a grid X elements wide/high, offering for much more restricted checks against sub-sets of objects within the main cell.

Once the main algorithm is set in stone I’ll be performing a variety of tests against the results.  Eventually I will make a full quad-tree, but at this time it is unnecessary.  In general most of the game is currently algorithms, and lacking in both graphics and sound.

Preliminary text

Posted by on 5th October , 2012

Added some of the site text, it should give you a better idea of what is being worked on.  If anyone wants to help, then I am listening, just post a comment.

Under Construction.

Posted by on 27th September , 2012

I’m currently getting this setup, and it will take quite a while.  I suggest taking a look back in about a month from the date of this post.