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  stuff I'm doing  (Read 3104 times)
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Offline woogley
« Posted 2006-08-21 02:20:41 »

for those who are curious, here's one of the projects I'm working on.. a mario game (which started out as an experiment with 2D destructable terrain).

I've managed to pull off some decent websites, maybe I can create a decent game too? we'll see. I've been documenting my most recent game development adventure: playing with destructable 2D terrain. although I haven't gotten to the destructable part yet, you can read up on what I HAVE done so far here:

its completely open sourced, so feel free to poke around in the code. maybe in the end it will help someone out.. -shrug-

comments/suggestions strongly welcomed as I develop this game Smiley

current progress screenshot:

Click to Play
Offline fletchergames

Senior Devvie

« Reply #1 - Posted 2006-08-21 17:10:03 »

Your project is kind of interesting, though I must admit that I'd be more interested in seeing how you make the terrain destructable.

Are you just going to modify the polygon somehow?  It seems like a complicated way to do this.  For a Lemmings-like game, I would expect to just have a 2D array of pixels.  Using a polygon, you'll have to find a position on the edge of the polygon and add a new vertex at the right place (or replace an existing vertex if the position is at a vertex).
Offline woogley
« Reply #2 - Posted 2006-08-21 17:18:15 »

nah, I'm not going to be modifying the polygon. that's another reason I'm recording the terrain as a BufferedImage, not only for performance (I'm not rendering the Polygon more than once), but also for raster-based destruction Smiley

how this will affect collision detection, I'm not so sure yet. but that's the fun of it
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Offline Schabby

Junior Devvie

The Receding Brow Worm will eat your code!

« Reply #3 - Posted 2006-09-19 06:24:08 »

Ah, cool. That reminds me of a Worms-clone I have been working on a few years ago. It is based on Java2D because I did not know about Java-OpenGL bindings at that time.  Smiley I dropped the project because the rendering loop became awfully slow (today I believe mainly due to inefficient code, because I mapped the huge buffered images all in one piece such that 90% was clipped anyway).

As for the destructable terrain, I used a buffer too. A 2D boolean array actually where I set all pixels that lie in the soil to true. All the drawing took place on a BufferedImage that was then simply displayed.

Here is a screenshot (full resolution):

Now you know where my avatar-worm comes from  Grin


Offline Eli Delventhal

JGO Kernel

Medals: 42
Projects: 11
Exp: 10 years

Game Engineer

« Reply #4 - Posted 2006-09-19 08:42:01 »

Check out my post about destructable landscapes:

It has some interesting conjectures and things in it, although it seems like you already have a pretty good idea of what you're doing.

See my work:
OTC Software
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