end in sight
Lots of work done today but not so much to show for it. Most of it was spent rearranging code, refactoring and optimising. Moving the collision, response, game-logic and drawing code all into separate components not only saves my sanity, it boosts framerate from 10fps to around 20 for a typical scenario.
A more robust user interface is in place now, so selecting a tool, dragging & rotating it and having all the collision models update is working pretty solidly. Getting the rest of the tools in should be a snap. The screenshot here shows the level editor (the blue collision boundaries are editable).
Also in the screenshot is a flower, somewhat droopy.. indicating it's not receiving quite enough water.
 
Still a mammoth amount of work to be done.. hopefully a tad under 24 hours' worth :-)
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FYI it runs at 22FPS when fully loaded on my 7800GT, AMD64 3500+/2.2GHz
 alex
      alex andrew_j_w
    andrew_j_w richard
    richard
 alex  on
2006/03/31 16:22:
    alex  on
2006/03/31 16:22:
Just uploaded a demo if anyone wants to try it out. Requires pygame & pyopengl. Would be interested in the framerates people get (printed to stdout) on different hardware. Mine is around 20fps on 2.2ghz, 6600GT.