Category Archives: Game Development

Collision and Response

I’ve been hard at work implementing new intersection tests, and dealing with collision and response algorithms. Pretty tough stuff to make work correctly and smoothly under all circumstances! I’m basically breaking up an area into distinct height levels, then doing … Continue reading

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Animation Controller Scaling

Turns out I wasn’t extracting scaling properly in my 3ds Max exporter plug-in. For one thing, if the local transformation included any scaling, it could cause NAN problems to arise while converting the matrix rotations into quaternions for the keyframed … Continue reading

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Networking Code

I finally feel the game’s network code is very stable. I found a pretty major bug on Christmas day that would cause file downloads to randomly stall. It had been nagging me for a while. Of course, this severely hurt … Continue reading

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Client Avatar Updates

The game client now queues up all avatar update notifications. For example, if you walk into an area with a LOT of avatars, they are slowly and gracefully “spilled” into the current scene. Instead of trying to load all of … Continue reading

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Game Server Avatar Updates

The game server finally properly handles avatar update messages. Basically, all avatars are grouped into small areas. These areas align with the land block grid system used by the terrain renderer. As a player moves in and out of a … Continue reading

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False Positive

Have you ever written and compiled an application that instantly gets flagged as a Trojan? Windows Defender thought my Setup.exe bootstrap program was a virus! This cracks me up. I reported it as a false positive to Microsoft and all … Continue reading

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Been There Radar Window

The radar window now works in the game. It shows all avatars that are nearby. It can also be used to select an avatar. Once the combat system works, it will also show the enemies/monsters. In addition to a few … Continue reading

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Object Identification

The examine dialog can now be used to identify all objects in the game that can be interacted with. This includes everything in your backpack. New treasure chests have been added to the areas where the portals take you, all … Continue reading

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Drag and Drop

The Trade Window in the game finally works correctly, and consistently. There was a lot of frustration getting there however! I kept finding a lot of weird quirks with how I implemented the drag and drop feature. For example, I … Continue reading

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Avatar Trade Window

Currently working on the “Trade Window” in my Been There Game client. This will be used to safely trade items between two avatars, or a vendor NPC. To open it, you simply double-click another player’s avatar. If the other avatar … Continue reading

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