Game Programming III – Blog Post 4


I’ll have to apologize for not posting in two weeks. Truthfully I’ve had a bit of a Writer’s Block so to speak, I really haven’t gotten anything really important done in quite some time. Now that I have the entire Christmas weekend at my disposal I should be able to do some work. Anyway, onto the stuff that I’ve actually been doing this week.
So, we started development of the third assignment which is a 3D game. I will have to postpone my plans on making the web-server but I do have an understanding of the individual parts, all I have to do is put them together. Luckily I’m doing this from home in  Stockholm where my family is, my dad happens to know quite a bit about the matter and I have a book that should explain how it all works so it should sort itself out.
But enough about webservers, back to the game. The plan is to make a simple racing oriented game in which a number of players control one character each and try to get them as far as possible. To do this we are going to use the Helium engine provided by our teacher and some knowledge of Direct X. My work this week has been to create a structure so that we have game objects that update frequently to work with and a state that we know how to use. It was surprisingly challenging as I had to work around the already existing code, fortunately I had a good idea of how it worked but I kept finding parts that I don’t quite understand but I’m learning as I go.
Anyway, in more detail about the structure. Basically the idea is to create different types of game objects that are updated with regular intervals. However, because of some issue with the pre-existing scene nodes I had trouble integrating this. However, after some research about Named Constructor Idioms I think I understand and should be able to use the code provided without doing too much of a modification on it.
Sorry if this report hasn’t been very informative but there really haven’t been happening much in this time. I’ll get back to work starting tomorrow.