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"King Dave's worklog"
Owner: draconus
Showcase Entry: Control Monger
Total Entries: 1
draconus
Entry: 1
03/28/2005
02:31 PM
King Dave:
+Added XWorld for levels
+Wrote basic movement code
+Added Particle Candy for all particle effects
+Added dynamic light management code which hides lights that are far away to keep FPS rates high
+Designed and created an external file structure for loading particle types for use with particle candy (.pce - Particle Candy Effect)
+Created player editor for setting positions of guns, engines etc
+Added engine boost and jump movement
+Added engine on/off control
+Worked on grenade code; added normal grenades, smoke grenades and wall hugger grenades for testing
+Added menu screen
+Added LAN/Internet server list screen - lists basic info about servers including name, map, game type, team mode, respawn mode, password needed & current ping time.
+Added server filter screen (for hiding servers that don't match the criteria and setting how to sort them on screen)
+Added options screen with graphic options and network options (all saved to cm.ini)
+Added firewall warning message on first run
+All pervious filter settings & host settings now saved to cm.ini
+Added host startup screen - choose map, game type, team & respawn options
+Added background effects and music to pre-game screens
+Added direct connect screen - allows you to type and IP/host & port to connect to
+Added button on main menu to reconnect to last server
+Worked on basic UDP structure for network messages (includes support for reliable messages, connection handling, keep-alive code & statistics)
+Upgraded from XWorld to GLET (newer version not available to the public, permission from author to adapt for this game)
+Worked on public server list code (both in the game and web server side) to be able to see other servers on the internet
+Added 3D sprite message system for join/left and chat messages
+Added bot & nickname select screen (remembered in cm.ini)
+Worked on client/server connection
+Players now appear on all connected clients
+Added movement networking code, testing it with a max of 10 packets per second
+Worked on dedicated server code (uses the same code but runs in a different mode where no local player is needed, no textures or sounds are needed and the world is not rendered on screen)
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