by John | Jan 30, 2024 | DevBlog
After all the junk I’ve coded, I decided it would be a decent idea to look at the profiler and memory usage. In so doing, I found a leak! Ugh. I also found a few places that were running even when the game was paused. Doh. The profiler is your friend…just sayin’....
by John | Jan 19, 2024 | DevBlog
Subspace is done. It was really done yesterday, but I felt the urge to smooth out the code, do a little documenting, and adjust the feel. I’m happy with how it turned out. At some point, assuming I ever get around to allowing many more jump points, I’ll have to see...
by John | Jan 18, 2024 | DevBlog
Still messing around with the subspace stuff. This one has been a bit trickier than the hyperspace and jump code, mostly because I wanted it to look/feel different than the other too. Have a little pizzaz, ya know? Progress Worked on subspace stuff. Changed it so the...
by John | Jan 17, 2024 | DevBlog
There was a problem where the jump wasn’t updating the tracking component in the map selector. Surprised I’d not seen this before. That’s the difference between testing your latest code and testing the actual game. Gotta do both, dammit! While mucking with that, I...
by John | Jan 14, 2024 | DevBlog
Updated some of the NPC AI stuff. I have to think this out a bit better, but for now it’s okay. Essentially, I made it so the ship will detect the player when within range and will come after him. No firing or anything like that yet. It’s more like a stalker at this...
by John | Jan 13, 2024 | DevBlog
I wanted to get the NPC ships into the game so I could see a little life happening. There was some old AI code I’d used that still works fine, but it’s not the best. Definitely needs work, but it’s a start. Also hooked it up so the NPCs appear on the mini-map. The...