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The Dr Heinous Dev Blog

The Dr Heinous Dev Blog. Thursday, February 19, 2015. Combat And Problems Therein. I finally worked my way through a problem that I'd been skirting around. This had to do with combat, ship statistics, and the links between those two. Ships exist in the general game structure as Ship objects, which have a Class (which describes size, item loadout, hit points, etc) and a Pattern (describes the actual 3D model used and thus turret and item placement). Sets the physics system mass of the unit. 3rd Party Trig...

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The Dr Heinous Dev Blog | devblog.drheinous.com Reviews
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The Dr Heinous Dev Blog. Thursday, February 19, 2015. Combat And Problems Therein. I finally worked my way through a problem that I'd been skirting around. This had to do with combat, ship statistics, and the links between those two. Ships exist in the general game structure as Ship objects, which have a Class (which describes size, item loadout, hit points, etc) and a Pattern (describes the actual 3D model used and thus turret and item placement). Sets the physics system mass of the unit. 3rd Party Trig...
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1 combatmover components
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3 box collider
4 rigidbody
5 base combat mob
6 selectable object
7 highlightable object
8 orderable object
9 base combat executive
10 area target tracker
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combatmover components,component,box collider,rigidbody,base combat mob,selectable object,highlightable object,orderable object,base combat executive,area target tracker,targetable,ignore modifier,base fire director,anyway,no comments,email this,blogthis
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The Dr Heinous Dev Blog | devblog.drheinous.com Reviews

https://devblog.drheinous.com

The Dr Heinous Dev Blog. Thursday, February 19, 2015. Combat And Problems Therein. I finally worked my way through a problem that I'd been skirting around. This had to do with combat, ship statistics, and the links between those two. Ships exist in the general game structure as Ship objects, which have a Class (which describes size, item loadout, hit points, etc) and a Pattern (describes the actual 3D model used and thus turret and item placement). Sets the physics system mass of the unit. 3rd Party Trig...

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1

The Dr Heinous Dev Blog: August 2012

http://devblog.drheinous.com/2012_08_01_archive.html

The Dr Heinous Dev Blog. Sunday, August 5, 2012. Well, I got the Project Vanquish shadowing to work right with the instanced trees.  Itd had been more or less working with the terrain.  Turns out the problem, as I thought, was in the shadow map, or lack of resolution there of. . Posted by Will Gore. On XNA and UIs. HTML UI using Awesomium in XNA. There really wasnt that much, a lot of half working and abandoned projects. Some nice things in C, but my preferred working environment was C#. . On XNA and UIs.

2

The Dr Heinous Dev Blog: Combat And Problems Therein

http://devblog.drheinous.com/2015/02/combat-and-problems-therein.html

The Dr Heinous Dev Blog. Thursday, February 19, 2015. Combat And Problems Therein. I finally worked my way through a problem that I'd been skirting around. This had to do with combat, ship statistics, and the links between those two. Ships exist in the general game structure as Ship objects, which have a Class (which describes size, item loadout, hit points, etc) and a Pattern (describes the actual 3D model used and thus turret and item placement). Sets the physics system mass of the unit. 3rd Party Trig...

3

The Dr Heinous Dev Blog: September 2013

http://devblog.drheinous.com/2013_09_01_archive.html

The Dr Heinous Dev Blog. Tuesday, September 10, 2013. So, after having good success moving the client to Unity, there were still some issues. My primary concern was that there were now two physics engines involved:  BEPU on the server, and an old version of PhysX which Unity was running as the client. Now, I wasnt certain. That this would cause problems, but Id done some fairly deep dives into the quirks and behaviors of BEPU, so it seemed pretty likely. Posted by Will Gore. Subscribe to: Posts (Atom).

4

The Dr Heinous Dev Blog: February 2015

http://devblog.drheinous.com/2015_02_01_archive.html

The Dr Heinous Dev Blog. Thursday, February 19, 2015. Combat And Problems Therein. I finally worked my way through a problem that I'd been skirting around. This had to do with combat, ship statistics, and the links between those two. Ships exist in the general game structure as Ship objects, which have a Class (which describes size, item loadout, hit points, etc) and a Pattern (describes the actual 3D model used and thus turret and item placement). Sets the physics system mass of the unit. 3rd Party Trig...

5

The Dr Heinous Dev Blog: A Tiny Slice of DLL Hell

http://devblog.drheinous.com/2013/07/a-tiny-slice-of-dll-hell.html

The Dr Heinous Dev Blog. Monday, July 8, 2013. A Tiny Slice of DLL Hell. So I've begun preparing for a little ultra-pre-Alpha. No real gameplay, just a test of the networking and physics. In order for this to proceed, though, I naturally had to test to make sure the client would work on other machines. Also I wanted to run the servers on another machine as well. Everything worked fine together on my Dev box. but you know how that is. In order to distribute a minimum. I tried not including the GamerServic...

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Step2 Game Engine : Rogue Moon

http://step2studio.com/roguemoon/2012/08/step2-game-engine

With no further ado I shall introduce what is temporarily named the Step2 Game Engine:. Err, where are the spaceships? So: currently the demo of the engine has trees and a lovely voxel-based landscape. More difficult to handle, believe me. The engine itself is a ‘ deferred. 8216; renderer, a manner of organizing the necessary steps in rendering that allows a large improvement in the ability to light scenes and perform all sorts of nifty post-processing (bloom, etc). 8216;, a framework used in quite a few...

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Development, Err… Developments : Rogue Moon

http://step2studio.com/roguemoon/2013/02/development-err-developments

Development, Err… Developments. Since the holidays are behind us, I’ve been back at work on the game engine. I’ve made quite a lot of progress, the technical aspects of which I talk about at my development blog: Devblog.DrHeinous.com. If you are interested in the nitty-gritty details of what I’ve been doing, visit there and have a look. The latest series of posts are on the design of the game engine. Click here to cancel reply. You must be logged in. To post a comment. Finally A Space Battle.

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The Dr Heinous Dev Blog

The Dr Heinous Dev Blog. Thursday, February 19, 2015. Combat And Problems Therein. I finally worked my way through a problem that I'd been skirting around. This had to do with combat, ship statistics, and the links between those two. Ships exist in the general game structure as Ship objects, which have a Class (which describes size, item loadout, hit points, etc) and a Pattern (describes the actual 3D model used and thus turret and item placement). Sets the physics system mass of the unit. 3rd Party Trig...

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