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    devember 18th

    Friday, 2015-12-18 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Screen to tile coordinate transform when tiles have different visible height gets complicated.

    devember 17th — smooth actor movement

    Thursday, 2015-12-17 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Actors will now move smoothly in the X-Y plane, and will find their own paths using the A* path finder. Also been playing a bit with ambient light cycles so there will be day and night, and longer cycles for seasonal variation of the day/night cycle.

    devember 16th — smooth perlin noise

    Wednesday, 2015-12-16 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Now using perlin noise for smoother random terrain map generation. Need better height map textures.

    devember 15th — working A*

    Tuesday, 2015-12-15 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric, #pathfinding
    Working A*, and decaying debug highlight of search area and best path to selected target tile. TileMap provides the optimistic path cost heuristic, and Actor provides costOfStep between nodes.

    devember 14th — brave attempt at A*

    Monday, 2015-12-14 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    A possibly completely broken attempt at A, and it took hours — not *an hour.
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  • Calle Englund
  • [email protected]
  • notCalle
  • @[email protected]
Random development ramblings, maybe.