I have quadtree and octree-based stuff up and running; I'll post 'em some time in the near future.
Monday, November 17, 2008
This is what the game I posted a couple of days ago, Endless Cavern, was essentially based around.
The haskell code is simple (not awfully efficient, but that’s not a concern just yet), and I’ve tossed it here (32kb). You can control the prototype by pressing left/right on the keyboard.
Saturday, November 15, 2008
Strange well in Arkham country—water gives out (or was never struck —hole kept tightly covered by a stone ever since dug)—no bottom—shunned and feared—what lay beneath (either unholy temple or other very ancient thing, or great cave-world).
An entry for the TIGsource Commonplace Book competition.
DOWNLOAD:
Windows (1MB)
Mac OSX 10.5 (2MB)
Source (4MB)
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hopefully this won't be my last toying about with Graphics.Rendering.OpenGL
Thursday, October 9, 2008
I decided to try doing a one-player prototype of this game, and to do it in haskell this time as an exercise instead of C++. It’s a much more bare-bones things, but might be of interest to some people (requires OpenGL and GLUT to be installed).
In this demo, you are a red or blue block, the enemies are red blocks, moving in various patterns. When you overlap with an enemy block, your colour changes.
I’m not bothering with a binary distribution, but the source is here.