Spent my lunch time kicking my heels and decided to try using some of the footage I put together the other week for a quick video. Wanted to show the mouse cursor moving seamlessly around from surface to surface but FRAPs had the cursor setting off. So here's an OTT music video instead :/
Back to exploding vehicle code for me.
Looking back over the blog, it's a year and a half of my life and Dave too, it wouldn't have worked without his dedication. It's funny looking at the old videos, back then I saw in my head what you're seeing now.
I knew what we could do, AD made it a reality. He's knocking out 3D models of Gatorade and probably cursing me for making him use the primitive tools that came with a 200 dollar engine. I think we did alright considering. What we could have done with a 20,000 dollar engine (saved a lot of time for sure) but I'm glad we stuck it out. Learning experience.
And of course we couldn't have achieved the fidelity we have without those who did what they could in offering offering specialist expertease and guidance where appropriate. You guys can see your influence in the game and as a result I know more about this stupid helicopter than I ever wanted to, but still just a fraction of the complexity.
You could spend years adding code to simulate every electronic and mechanical nuance but it wouldn't get you any closer to the experience. It's like measuring, the smaller the units you use the more accuracy you need and so on into infinity.
Soon the focus will be on flight model fidelity (as frankly I hate my current implementation) then it's balls to the wall polishing for a limited beta to get some data on how to make it system friendly for a firing range mini-game release to claw back some of the monthly costs of development.
Thank you all for your continued support and kind words, and to you regular blog commentators who make me laugh during the day when I need it most. And to Pizza Toast, you're always there for me when I'm peckish.