Posts Tagged ‘qix physics’


first post in a long while + some erosion progress

March 15, 2009

Well apparently school takes up time.  So it’s been a while.  But here goes:

I got all A’s on my midterms, so fuck YES!  I feel happy about that.  Good times.  I have been spending an increasing amount of time with other people as well.  I know, crazy right?  It’s me.  Apparently some people don’t hate my guts, and I seem to have met some in person.  They are decidedly cool.  Hence that last post about Travis’ birthday.  So, yeah.

What else?  Oh, making progress on the Qix clone, Erosion.  Here you go:

It has a game state machine with GAME OVER and gameplay states and whatnot.  It has much better graphics now, I implemented bloom with my old shader framework and improved the color scheme.  You can die, and I’ve even got gamepad working with rumble on collisions and all.  You will also notice that I replaced the simple bouncing bar with a bar with a thruster in a damped system that actually semi-tries to follow you.  Enjoy this clip:


qix meets physics!

February 11, 2009

I’m currently working on a clone of Qix called Erosion.  It was assigned to me by Dr. Liow.

So, after getting the very basic bare bones of Erosion’s logic working, it struck me what would be about the coolest twist to Qix ever!  If I integrated physics!  Tada!!!  Fucking A!  It just so happens I’ve cooked up a little physics engine you all probably know about.  Soooooo, here you go, alpha test 1.  And hey, I was apparently listening to Opeth while coding, and it was picked up by the video recorder during the test! \m/

Bitching, yo.