Recent posts about developing Avoyd, an abstract six degrees of freedom First Person Shooter voxel game.
Juliette Foucaut - 26 Jan 2019
We've also fixed some visual bugs as well as a problem with the collision system which made it difficult to hit targets (details in the change log). In this post we'll talk a bit more about the in-game user interface and how the turrets work.
Doug Binks - 27 Jun 2018
With version 0.3.0 of Avoyd we hit a significant milestone in development with the first release of gameplay along with multiplayer coop over Local Area Networks (LAN). Available for download now, this simple test features two enemy types, a drone spawner and drone fighters along with friendly drones. Your task is to destroy enemies to score points, with the large drone spawners scoring significantly more points than the fighters. Take care when the health of the spawners gets low, as they spew out more waves of drone fighters. Watch our gameplay tutorial video for more.
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.