Quanta

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Archive for the ‘Quanta’ Category

Bullet Physics…

Posted by quantagame on March 29, 2010

Bullet

In light of the PhysX issues with Linux, the annoyingly large PhysX system software redist thing, and the fact that it’s the only closed-source software I’m using; I’ve begun testing Bullet Physics out as a potential replacement. I’m not 100% sure how well it’ll integrate, especially with my character controller setup as hacked together as it is, but the switch to an open source physics engine would open up a lot of possibilities (a Mac version would be possible… reliable Linux support and so on…).

I’ll update when I have some results…

In other news ChaiScript is working rather nicely, though there have been some notable annoyances… I’ll dedicate a whole post to it a bit further down the road…

I’m also considering getting a SourceForge account set up in the near future, I have zero experience with svn and such, so it would be a good opportunity to learn and to make the source available.

Posted in Physics, Quanta | 1 Comment »

Announced!

Posted by quantagame on May 31, 2009

Okay I’m finally announcing on the Ogre forums, I’ll announce elsewhere when I have a new computer and can post higher quality stuff…

Here are a few screenshots:

Here are direct links to the images for higher resolution:

And the video, a bit dark on some monitors it would seem… but it’s good enough for the moment. I recommend that you turn on high quality.

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…finally

Posted by quantagame on May 8, 2009

After an agnozing week or two of cramming for exams, it’s finally over, I can actually work on Quanta now… I don’t have anything to showcase at the moment, but I can actually get working on some new ideas I’ve been thinking about (namely a different art style and a more finalized gameplay outline).

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Audio Woes…

Posted by quantagame on April 20, 2009

Well, Audiere was nice, simple and straightforward, but apparently there’s some tiny little bug that causes random (though rather infrequent) crashes. After I added collsion sounds and thus had a lot of sound streams opening at once it became more and more common (still not an automatic crash but after throwing objects aroud for a minute or two it’d die…).

So I’m in the process of switching to OpenAL, which wouldn’t be my first choice (having very little OpenGL experience, the code looks like someone threw up on a scanner and OCR-ed it…), but FMOD’s licensing wouldn’t work for the IGF, and I’d like to keep the IGF option open. After a few hours of reading its documentation I think I’ve got it down (the code is ugly but it’s easy to write…), and I managed to get ALUT going for loading .wavs and such, and I have an .ogg loader that seems to work alright (debugging that was not fun… I actually found and fixed a minor bug in Vorbis…).

So now on to the writing of the actual audio wrapper thing for Quanta (which should actually be fun, since I’ve written about 4 similar systems in the past, so debugging shouldn’t be quite so bad…).

 

And in other news, a render of a generator I made a couple days back:

Highpoly Version of a generator for Quanta.

Highpoly Version of a generator for Quanta.

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Victory!

Posted by quantagame on April 11, 2009

For months now I’ve been wrestling with my Character Controller (CCT) implementation. In order for some of Quanta’s more unique gravity effects to work I had to custom build the whole rig, and it’s been through numerous iterations. After a solid 3 days of debugging the current iteration I think I’ve at last solved the worst of the issues and I can finally move on. Progress on Quanta as a whole should be faster now.

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Introduction!

Posted by quantagame on April 3, 2009

Okay, the first post…

Quanta has been in development for a number of months now and I’ll be updating this blog periodically with updates on my progress (and pretty screenshots of course..). See the ‘about’ page for some general info.

And a screenshot to start things off:

quanta_e0001

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