ARZ Update

I know, I know...what the heck. I talked up a storm about this side project and then I just seemingly ditched it. Well after recent events, I've realized I need to get back on track. I won't get too into it here, but I'm forcing myself to work on this project again.

So, getting back on track, I'm still working on some tech for ARZ. I've only got a little more to do and then hopefully the next thing you will see is will be closer to a real prototype.

This demo ( which you can download here ) is the first pass at creating a Hiearchial Grid for this game. The last one I made was for Blobula and I ended up not using it to its full extent. I plan on having lots of objects that need to do a whole hell of a lot of collision with one another so I needed a simple spatial partioning system. With this tech demo, use the arrow keys to move the little white ball around.If you see the objects turn blue, this means that the ball is being tested for intersection. If you see the objects turn red, that means you've collided. And just so everyone is knows, I know the ball doesn't collide with the walls of the level.

So its not much, just proof that I'm working. The next step will have the ball hitting the walls and getting some basic game physics applied to rebound around the enviroment and come to a stop. This is foundation for the cannon basics.

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