Rollercoaster!
This is the best definition for today… It started great, adding new content the artist built:
Also fixed a lot of small stuff, like making the player fall to the ground when he’s killed in flight, or selecting an upgrade automatically when purchasing things in the shop…
But then I started hitting bugs… a lot of them, and most of them quite mysterious and difficult to track down, like turrets in pirate lairs that were sunk on the ground, a crash on “glUseProgram”, or hitting enemies that weren’t “there”.
After a couple of hours of looking puzzled at the screen, finally figured that all of it had a single root-cause: the multithreading system! Because I now generate multiple areas and have them in RAM all the same time, I can no longer use stuff like singletons and globals for some stuff…
For example, the turret was buried because when I generated that area, it was using the navigation mesh of the area I was actually in, instead of the one I was generating… I was also hitting enemies that were in another area, instead of the current one, stuff like that…
After figuring this out, it was easy to fix, but time-consuming, because I had to move a lot of code from one class to another and remove all singletons (not many, though)…
Anyway, still have a couple more small bugs and I’ll go back to some polish…
Now listening to “Shadowmaker” by “Apocalyptica”
Link of the Day: Here you go, a fun parody of the upcoming Superman V. Batman:
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