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Adventures in [insert adventurous noun]

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Cruisin' On Auto-Pilot - Part III

We will continue with the technical discussion on the Auto-Pilot soon, but first I want to talk about something I've come to regard as The Great Auto-Pilot Hack. It's the one change made to the Auto-Pilot framework which enabled some of its most creative uses. I liken it to having started out with a nice and sleek sports car, souping it up with some parts stolen from NASA, and eventually ending up with a space shuttle. Only that it wasn't a real space shuttle -- that's just a cool looking fib

DZ-Jay

DZ-Jay in P-Machinery

Cruisin' On Auto-Pilot - Part II

In our first part of this series on the P-Machinery Auto-Pilot, we reviewed the general circumstances that prompted its creation, how and why it was created, and an overall idea of the infrastructure that supports it. Central to that infrastructure was the concept of a Sprite Object Record, the data structure representing a game sprite, which is the very thing on which the Auto-Pilot operates. Now it's time to talk about the technical design of the Auto-Pilot itself and go a little deeper int

DZ-Jay

DZ-Jay in P-Machinery

Cruisin' On Auto-Pilot - Part I

I mentioned in a previous post that the Christmas Carol game employed a sequencing or scripting engine I created to handle cut-scenes, the so-called "Auto-Pilot." I though I'd give some details on that for those interested in such things. I'll try to not get too technical, but anybody curious enough to wander into this blog and wanting further information can just contact me directly and I'll share what I can. Background First, a bit of background. Back in the yonder days of 2008, when I was

DZ-Jay

DZ-Jay in P-Machinery

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