Tunnel Tanks Reloaded

Here's another small update, because I feel like it.

Screenshot showing bullets

The graphics part of the code has been abstracted, so that we can now have multiple viewing panes in a single window, and it will always center on a single tank object. Also, digging through dirt now takes longer than driving in the open, collision detection works great, and you can also fire bullets. Those bullets will hit dirt/other obstacles, and generate a neat little explosion effect at the point where the bullets hit.

However, it's time for some code cleanup, specifically with the window code. Currently, I have it so that the window will detect which parts of the visual has changed, and will only copy those pixels over. That's awesome, and I want to keep that, but I need to improve the way that the bullets/particle effects are drawn. Currently, they are viewed the same as other updates (like when the tank digs) but since effects are so small and so numerous, it leads to some pretty horrific inefficiencies...

Plus, I need to abstract the Tank's controlling mechanism away from the raw inputs, since I'm hoping that network or AI controllers can be all be treated identically by the game's logic... Big things planned... :)

Next update will probably include source code... you know... after the code cleanup... ;)


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