Developing Avoyd, an abstract six degrees of freedom First Person Shooter voxel game.
Juliette Foucaut - 06 Feb 2018
An update on our progress with the voxel editor and what we've been working on lately: I'll explain why our voxels are weirdly shaped, all the things you can do with the voxel editor, and what's coming next: the movement system and procedural generation.
Doug Binks - 31 Oct 2017
It's rare for me to read a blog post and immediatly put the information to use, but this post from Aras Pranckevičius (@aras_p on twitter) Best unknown MSVC flag: d2cgsummary is one. Within a short time I had cut elapsed compile and link times for Runtime Compiled C++ live coding with Visual Studio by 1.5x, and eventually 3x with total compile time (total time for all compile processes in a multithreaded system) down 10x. This post explains how.Adding a new menu item using RCC++ with the changes made to improve compile times. The above video compile time was a little longer than I finally achieved due to FRAPS taking some CPU time.
Doug Binks - 20 Oct 2017
Last hit kill scoring in multiplayer team based games feeds toxic behaviour by encouraging competition within teams over cooperation. I propose that we take a different approach to scoring where two equal player attacks at the same time do not result in one player arbitrarily reaping all the reward.
Doug Binks - 03 Feb 2017
We've just stealth launched the Avoyd Editor Prototype for download, along with a purchase button for Avoyd.
From now on we'll be releasing new versions of Avoyd periodically, increasing the price as we add functionality. If you activate a purchased license key for Avoyd you'll get all the future updates we post, along with access to the multiplayer services we'll be rolling out. However for quite some time our Avoyd releases will continue to be free.