Wednesday, August 27, 2008

New Gallery

I have just refined our website's main gallery. It now includes five different album slideshows and has the work of our new artists added.

We should also put some audio on our site and not just graphics.

Tuesday, August 26, 2008

artifical planet balloonfish, BF003


it is complete. click it, you can see big size

have a good day

Monday, August 25, 2008

New concepts, in order a transport ship and a battleship

a atifical planet on motive balloonfish WIP


hi, everybody, i'm kevin ryu. maybe a new member.

i made a atifical planet. i was make it on motive balloonfish. maybe width is 1.5km, it have one big size gate and three small sub gates

it's not complete yet. i make more details.
sorry, my english is bad. understand me please :)

Sunday, August 24, 2008

Finally a build server

After two days of trials and failed attempts, I finally got our build server up and running.
Building using MSBuild but without Visual Studio installed proved difficult, but not impossible. However, it was apparently more convenient to just install Visual Studio to get things working.

At this time, the build server will only build our main solution. However, it is possible to extend it to build anything at a later time, if the need arises.

Thursday, August 21, 2008

One line to build them all

Did you ever wake up at midnight asking yourself "how do I build I2B without having visual studio?" everybody does. I finally found an elegant way to build our solution from the command line. The simplest way to build a solution from command line is using "devenv.exe Spacecrafts.sln /build" but this required Visual Studio to be installed. However, there is a tool called MSBuild that comes with .NET framework 2.0 that can do the job.

Here is how the command would look like on my machine:

[WinDrive]:\Windows\Microsoft.NET\Framework\v2.0.50727\msbuild Spacecrafts.sln /t:Rebuild /p:Configuration=Debug /l:FileLogger,Microsoft.Build.Engine;logfile=BuildLog.log

What this will do is build the whole project and save a log file called "BuildLog.log". I saved this to a batch file so that it's convinient to use. And now we can all sleep in peace.

Why do we need this? If we are going to have a build server, then we need a simple command to execute to build the whole thing. I have not yet set up a build server, but I am on my way. I still need to find out how to automate this whole process of checking SVN and tracking build results.

Wednesday, August 20, 2008

More on build servers

CruiseControl seems worth checking out. I will dig into it when I have some free time, and if it proves applicable, I will set up a server right away and install a web server along with it to publish its status online.

On another note, the Repository is working fine now.

Nameless Children

I just found out that our children are nameless. Can you believe this?
Parents just seem to never care what their children are called. Anyway, this had to change. Parents are now obliged by code law to keep track of all their children IDs. It still remains for the scenes to be able to identify a child by its full qualified name (e.g. Ship.Wing.LeftGun), I will try to get that done next.

Tuesday, August 19, 2008

New Website

As most people already know we are experimenting with a new site base on Google Sites. It seems quite convenient so far and we have moved most of our content from our previous two sites to this new one. You can find it at http://sites.google.com/site/spacecraftrpg and soon our previous URLs will be pointing to it, if all goes well.

At this time, I am trying to put our application forms up for people that are interested in joining our group. Although using the Google Docs forms appeared to do the job perfectly (I already created two application forms), I ran into a strange issue. The e-mail notification feature is not working as it is supposed to. It is probably a bug since I have read posts from people complaining that it is not working. What this means is that while the forms will accept input and store it in a spreadsheet, we will need to constantly check the spreadsheet manually to find out if someone has applied. So, I decided to take a look around and see what other options we have for our applications (beside just linking to our old applications). http://creator.zoho.com in particular seems like a very interesting alternative. It only offers a limited number of free applications and thus I am more inclined to use Google's Forms, but our demands here are very limited so we should need to worry about what we use as long as we get the data. For now, I will wait for a few days and see if Google fixes their bug.

Monday, August 18, 2008

Collision Detection

I've finished about half of the collision detection job. We're using bounding circles as first level checks for collisions between two objects, because this is computationally cheap. We'll probably have to add second level checks -- and even third level checks -- for more accuracy. For now, however, we just want it done at a rough first level. Doing collision checks is O(n^2). I've not seen any improvements on this in my searches, however we can do things to reduce the number of checks required. My next task is to work on a collision class, which will invoke the appropriate response for the type of collision that takes place.
Alright, first batch of concepts by me. In order from first to last.


"The Shark"


"Attack Pod"

Generic spaceship



"Spacetruck"
Wow, what an innovative name... Oh well.

To build or not to build

I have just read Noel Llopis' article "The Heartboat of The Project" in this months' Game Developer magazine. It discusses build servers, which I have heard of for years but never used myself, or even knew how they were configured. Well, after reading more about it and doing some internet research, it seems that it is at least worth considering. I will look more into it and try to estimate the amount of time setting up a build server would take.

Advantages of having a build server would be to reduce failed commits (committing code that doesn't build), or builds that would only work on one programmer's machine but not the other, providing the latest binaries automatically for the whole group, as well as maintaining statistics about the project status.

Monday, August 11, 2008

More on repository problems

It seems that the repository problems are physical connection problems. I should be able to get it up and running again within one week.

Sunday, August 10, 2008

Monitoring the repository

I have been monitoring what's going on with our repository server. The problem is obviously connection-related, and it is failing for very short periods but frequently. When the repository is down it usually comes up back in a few minutes.

Tuesday, August 5, 2008

Repository acting up

Our SVN repository is still acting up. There seems to be random network problems that disconnect the server every now and then. I have been unable to access the machine remotely to identify what's wrong. Fortunately it usually works again in a few hours, so we can survive until I get a chance to find out what's going on.

Sunday, August 3, 2008

Moving forward

The way the sub entities get attached to their parent is working great. Rotation angle now build up correctly after Thales' latest modifications. We will still have to do linear motion controllers, but this is not high on our priorities now.

Also, the new sprite editor looks promising, I have already seen some screen shots and it feels good seeing this thing finally underway.

The only thing that is still behind is our audio system. We need to get it up and running before the rest of the demo work is done.

The Long Awaited Spite Editor!

Will continue to be waited for...
I've gotten some of the basic functionality finished and am working to finish what are considered the essential features. If any of you, as potential users of the Sprite Editor, have any specific requests of what you feel should be a high priority, please notify me, and I'll do what I can to prioritize it.



There, I posted on the blog, I hope you're happy with yourself.