Elysian Shadows
All posts with the tag: engine

Z Layering/Buffering Predicament

Mentlegen, the last thing left before we are ready to enter the era of art-driven level creation and gameplay development is allowing the player to transition between z layers. Tyler and I did a considerable amount of whiteboarding on the subject the other day, and we believed that we had worked it all out:

Warning: fuck-ugly programmer art incoming! ;)

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Elysian Physics Sandbox Part 1

I have been pretty busy over here at Studio Vorbis dual wielding the Engine and Toolkit this last week. In the interest of not destroying you guys with a 10 page article that nobody winds up reading when I'm done with all of this, I will be posting updates iteratively. As you should know, I am continuing my work with the physics sandbox. It is actually complete for the most part. Or at least as far as I am willing to take it at this point in the project. Full collision support for every layer, every important tile collider type implemented, mass aggregate physics working. The rest will come later (when everybody is off of their asses and working), so that I will not be halting all progress to implement a few very time consuming corner cases.

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