All posts tagged with "particle accelerators"

How Many Particles Can Dance On The Tooth Of A Sawblade

— Not nearly as many as can be emitted by a small oven, it turns out, due to what is probably a quirk of rendering that needs sorting out. More on that in a bit.

Nicholas has talked about particle system before in terms of technical development and something about the spelling of “aurochs” which, yes, we should all be on the same boat about now. This point established, the particle system has had some tools built and was turned over to the art team who, it seems, have a great deal of enthusiasm for making everything in the game sparkle, smoke, and on fire.

People are sleeping all over the floor of this carpentry shop because there aren't, in fact, any other houses in the settlement because this was set up for a screenshot. Thanks a lot, simulated people.

Sparking sawblades! (People are sleeping all over the floor of this carpentry shop because there aren’t, in fact, any other houses in the settlement because this is a Potemkin Workshop set up entirely for making a pretty screenshot. You can thank our character simulation for ruining the set-piece by making people sleep in the only existing shelter they could find.)

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Posted in Clockwork Empires | Tagged , , , , , , , , , , ,

Particles; The Homicidal Aurochs

Daniel and I are crunching a little bit this week in order to meet an internal deadline. (“El Dorado”, named after the mystical city that doesn’t really exist and has never been found; we only chose that codename because “Titanic” was apparently used for a Microsoft product.) We try to avoid it as a general rule – after Dredmor, which was released after we  crunched for about three months, non-stop, the old batteries need time to recharge – and were more or less successful doing this for the Dredmor expansion packs; however, we’re a little bit behind where we want to be and we need to do a little sprinting until the end of June in order to get everything back on track.

Daniel is hard at work on aurochs this week – killing them, and butchering them for their meat. This led to twenty-five homicidal aurochs immediately rampaging your settlement and killing everybody before you have a chance to collect your firearm.  He has subdued them… for now.

It also turns out that the singular form of “aurochs” is, actually, “aurochs”. Who knew? David, apparently.

You may recall me mentioning back in May, or so, that I’d started work on a particle system and editor for Clockwork Empires. At the end of last week, I had some of the particle system done but very little editor functionality, having promised that I’d “get to it, yes” – and then ending up doing things like, say, combat or more work on dynamics lines or any of the things that I would rather spend my time doing other than a particle system.

Finally, David started holding things hostage. FINE. Particle system. Right. Good. Editor? Writing? Blech.

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