My online CV / resume.
My audio promo reel (.mp3).
In this section you can check out what I'm currently working in, practically in real time.
If some of this seems cryptic it's because the logs seen here come directly from my personal productivity tool prio, and are really just "notes to self".
Nevertheless, if you are interested in what I'm currently working on, this space will certainly be updated FAR more often than the news section.
00:00:00 up2 LOG
-The pointer to reference change really affected the whole system, but all in all it is a good thing.
-This enforces design decisions (mainly that certain references should never be NULL), and really makes sure
you don't violate this.
-There are of course a few places where you pass the object referenced by a given pointer and pass it to
a function taking a reference, but often the pointer has already been checked here, and in other places
it is asserted.
-This is not a problem though, since if the pointer was bad, it would have caused an access violation anyway
somewhere in the system.
-Implemented Shrapnel class, and added new Efx::ShrapnelExplosion.
-Not sure if I like it.
00:00:00 up2 LOG
-Did some quick modeling of the design of the application in Rose, and certain things came to light.
-Started changing pointers to references in those cases where the value should never be NULL.
00:00:00 up2 LOG
-Added projectile kick code to Boss, but it didn't have much of an effect since they will turn and run when
hit the first time.
-Leaving it there though...
-Implemented a single water level, with blended backgrounds and wormsy waves :)
-Issues with the texture coords of the water surface.
-Issues with optimization?
-implemented some test bubbles underwater using pixicles.
-Should probably be a custom megamap implementation.