Showing posts with label pathfinder. Show all posts
Showing posts with label pathfinder. Show all posts

Monday, 22 June 2015

Gaming Update

Well, aside from blogging about shoes, I have actually been gaming this weekend... And I've been improving the man lab a little.

I've still not had the chance to clear the corner and drill the holes to wire ethernet directly to the router downstairs... However, I have had the drill out and fitted new black-out blinds to the window.  This made the room a lot darker for game play, and allowed more uniform lighting for when I plan to stream.

Gaming wise, the weekend started with board games, a little D&D, then some Pathfinder and finally Scrabble... Yes, physical gaming at it's best.

H1Z1 also featured a lot, the wife and I enjoying hardcore Battle Royale mode, and achieving a 3rd place finish on just our second game.

WarGame Air Land & Sea was also played, I finally went into skirmish  mode against the AI, and first was defeated squarely but then pulled a draw.  My major losses were a squad of Royal Marines whom I'd moved up in their lynx helo carrier, who were overrun with a pact flame tank when the lynx 20mm rockets ran out, and I had no support near.

However, I held my flanks successfully and I am getting the balance of supply.

WarThunder also featured, I spent several hours playing about and working with the settings of both my X55 Rhino and Track IR, to better fly simulator battles.  Initially all controls were being set and checked in the P38 due to it's balanced torque and ease of take off.  I worked on the aiming and gunnery settings, the sensitivity and profiles of the joystick and the Track IR.

There's still work to do there, the Track IR for example is very twitchy, so I've got the sensitivity too high somewhere, but I did notice the Track IR was just generally playing me up, it maybe it's age... Gimball lock was common when glancing down, despite it not being set possible on the profile I had loaded.

---- And in news from the blog ---

This is my 800th Post... Huzzah!

Friday, 24 April 2015

Dungeon Crawler - C++/SDL - Loading Maps

Very quick update, I've been taking the XML Maps from the Editor in it's current form and loading them into the actual game now, this has required a change of several subsystems inside the Grid/Map loading code.

The most important change has been caching one copy of each image, so minimising memory use, and then customising them at a surface level to add walls, drawing all this once and then just rendering the one single image we hold in RAM, whilst the rest of the images can be dropped out of memory to again free more resources.

Anyway, here's a screen shot of the game (background left) with the map editor open showing the map in design.


Path finding of course routes around the walls, and tiles can be toggles as blocking or not, opening up the ability now to add doors or even hidden/false/magic doors.