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5/28/01 "Will the real SLIM shady please stand up?"

-CLEAN:Collision Code 70% Smaller and therefore faster!
-Clients can see Scenery! (But not Items)

-Turning sensetivity fixed (adjusted).
-Players can hit each other properly without sending them into another dimention.

- D -

5/25/01 "The maaaaaan in the Box...."

Bounding Box Collision Detection!!!!
Now we can have rectangular scenery hit properly.

- D -

5/22/01 "Shot through the heart...and you're to blame...."

Projectiles work !!!! (On the client/server player) I am getting HELLA lag when trying 2 test more clientz.

Bug Fixed: Weapon no longer wobblez when carried
BONUS: New modelz ! (Trivial tho)

- D -

5/12/01 "And the magical question mark revealed to me..."

(Items) Scenery now includes spawning points.
Spawning points mean items that can be picked up by the player.
Items that can be picked up by a player means inventory.
An inventory means that items can be used, by the fire button.

5/08/01 "Tuuuurn it Upside-Doooooowwwwwwn...."

(Bonus) New Player Model !

5/08/01 "Tuuuurn the Beat Aroouuund...."

(Gfx Engine Restructure) Fixed textures models in the world, made the entire game more memory efficient, and made any class that used a model smaller in size in a single bound!
New Textured Models !!!

5/07/01 "That will not hit me! Oooff!"

(Projectiles) The projectile framework has been created.

4/29/01 "Tell me, oh wise one..."

(Additional Functionality) A SpudPlayer's physics are now be set by the server. Instead of directly manipulating your own physics, you only send actions to the server and you are told where you are now. I'm also thinking of adding a sensetivity to turning left and right.

4/28/01 "I am my own master..."

(Restructure) SpudProjectiles are now independent of the players.

4/23/01 "Let there be light!...and there was light"

(Something Extra) Dynamic lighting achieved! What does that have to do with physics? Err...ummm...yeah...optics is Physics 2C right?

4/20/01 Go ahead, make my day!!!

The SpudProjectile is complete! Projectiles always have an owner, but aside from that, they are indepentent objects that proceed in a straight line (for now). The ray that dictates where they fly to has an origin at the players position upon firing (a.k.a. shooting).

4/19/01 Criss Cross will make ya...Jump, Jump !!!

Jumping implemented !! Woohoo !!! And it's adjustable..."You say jump, we say, how high?"

4/18/01 Pre-Relativistic Game Physics

The Physics object is basically finished, it is a separate class that has been added to the Player object. All players follow the laws of Game Physics! There is:

  1. Gravity - Good 'ol gravitational acceleration
  2. Drag - Friction caused by 'air', just so we don't accelerate forever...plus, we SLOW to a stop instead of stopping on a virtual dime.
  3. Thrust - The personal acceleration that allows a player to move.

    And these things can be set by the developers (a.k.a. You !).