Hey, sorry for the long period of idleness I’ve been busy working on a simple game engine there isn’t anything really to show at present other than a simple proof of concept game I wrote called Zombie Corridor (please not that this is buggy and you need to click in the black on the far [...]
Archive for PBBG Development
Cool Tree
Hey guys and gals, Sorry about the lack of updates been busy at working developing an iphone application in partnership with Cool Earth. And I am proud to share Cool Tree with you all, developed in-house at Sync Studios we have designed and developed a pretty cool iPhone application. Cool Tree is a real-time game, [...]
Tweet tweet
Hey guys and girls out there in internet land, I’ve created a twitter account for this blog, to hopefully enable me to keep those interested more up to date. The idea is that I will post a tweet or two about what I am currently working on with regards to my PBBG experiments, then when [...]
Back… … … again…
Hello, sorry about the random four months of no updates, basically I moved home and started learning a bit of C# for a side project, but now am returning to my httpmmo pipe dream. Having a four month break let me realize I was being overly ambitious, the editor I was working on was overly [...]
Let there be land
Hey guys and gals, Just an update for you all today, got basic version of my level editor up and running over the weekend, and though that I should blog about it a little, as its quite interesting I think, that or I’m crazy I’ll let you see it in action before I bore you [...]
FuSM lives
Hello guys and gals, I took a break from working on my path finding stuff to do some work on a fuzzy logic state machine, there was a discussion over on Browser-Based Game Zone about the use of a FuSM within a PBBG. Having some quite a lot of work with FuSM’s during my degree [...]
Pathfinding
Hey, as mentioned before I have decided to write a mesh based navigation system for my in-development PBBG, well I have some video based goodness to dispense for you today Enjoy… That is using my old animation code written for an old project, the code is using canvas to render the mesh and path. The [...]
Wowa look at the dust!!!
Hey, sorry for the 5 months of silence, basically I ran into a problem which required a massive rewrite, and tbh I didn’t feel like slogging though another monster problem, but now 5 months later I am ready to have another bash, using a completely different approach, hopefully thing time I will be able to [...]
/me Goes over the top
Right, delays and going over the top, /me hugs feature creep Basically I’ve decided to take this experiment in JavaScript programming to a new level, I am currently implementing a Quadtree, the goal for this is to optimise the A* path finding, so that each level can be larger, as there is less data to [...]
Gogo Quadtree
Hey, got managed to get my quadtree scripts working correctly, the following image was rendered in FF3.0 using the canvas tag to graphically display the information. Admitedly this whole block of functionality was evil nasty feature creep, but now that it is almost complete I have a nice warm feeling inside that you only get [...]