Messy code

Or at least it was messy, but along with three hours of re-jigging the bullet handling and adding a “blast radius” value for each object (the size of explosions were previously tied to the collision area, now it’s possible to define small collision zones on large objects for cores and so forth but still have an Earth-shattering kaboom when the thing loses it’s shielding) I’ve just spent another hour and a half going through all the functions and entites to remove unused variables; the code is now leaner and slightly meaner than before. Which is nice.

That bumps the engine up to version 0.7 and the next step is going to be strapping a test front end into place to get the thing working properly as a loop. Fingers crossed that shouldn’t prove hideously difficult, but there’s bound to be some variables that are currently not initialised that’ll run wild or places where the order needs a bit of a juggle to prevent global variables being declared more than once…

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