About
I'm a software engineer who works on game development part time. I teach game development (on gamedev.stackexchange.com and lynda.com). I'm always working on something, and I'll post updates here. Let me know if there's a game development topic you want to know more about, I probably know the answer, or at least where to get one.
Wow, this looks promising. All this DF weaponization can finally be gazed upon in realtime 3d. Can't wait for magma-based traps and the like.
ReplyDeleteThanks :). I am excited to start working on modeling all the weapons, gadgets and traps. I'll have to get the basics in place first however. Thanks for your interest.
DeleteKeep up the good work, inspirational.
ReplyDeleteThanks Josh. If you think the art is good, you should see the code!
DeleteAbsolutely awesome stuff! Blimey! DirectX / OpenGL or not platform dependant?
ReplyDeleteThanks! I refer you to an old post that covers the technology used: http://www.byte56.com/2011/07/what-language-is-age-of-goblins-written.html
Deletekeep on working dont stop :)
ReplyDeleteI had a few question on your bullet implementation of this game. I am looking at a more efficient way to convert my voxel based maps into bullets interface. I currently am taking the map converting it to a obj file and then telling bullet it is a large mesh. This takes several seconds of load time at the beginning of map load, and then has to recalculate every time the map loads.
ReplyDeletethanx
chasester
chasester123@gmail.com