LD25 Progress Report #5

Posted by (twitter: @MikeRedhorse)
December 15th, 2012 5:33 am

First major scrapping of code. The initial movement code was shoddy, at best. The train had pixel-based position, and the terrain was tile-based. Having this inconsistency made it really hard to actually do junctions and turns. Rewriting the track system into a node system, where each exit is a node, and movement is done as a simple linear interpolation between the positions of the two nodes that are connected at one point.

That took longer than expected, around two hours per total. Junctions have also been worked in properly, with the train currently toggling the junctions as it passes through them.

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