Posts Tagged ‘Thrust’

FGF 1.2 Available

 
October 4th, 2008 by John Sedlak

Get it on the FGF page! This should fix the problems from the previous version.

Thrust v1.2

 
October 4th, 2008 by John Sedlak

Before people start reporting problems with Thrust v1.1, let me say that version 1.2 is already on its way. I have caught a few bugs in the InputManager that are demanding a quick release. I will also be including some new GUI functionality.

In the meantime, catch up on the tutorials and samples about using the Focused Games Framework.

FGF Beta, Folder Kill Installers

 
September 30th, 2008 by John Sedlak

I have put up a new version of the Focused Games Framework for download. This release includes Thrust v1.1 and Vodka Alpha files. I have also released X86 and X64 installers for Folder Kill. Below is a more complete list of the changes made.

Thrust

  • Created Content Pipeline Project
  • Terrain Content
  • Cleaned some StateObject & Menu code
  • Added repeat states for GamePad
  • Added Xbox 360 projects
  • Added Camera components
  • Added Console component
  • Diagnostics
    • Added Stats component
    • Added Thumbstick Throttle Component

Vodka

  • Created core Vodka project
  • Added core interfaces
  • Implemented a few providers
  • Added Services project.

Finally, I urge you to keep an eye on FGDN as I continue to add to it over the next couple of months.

Thrust Diagnostics

 
September 16th, 2008 by John Sedlak

I am building in a host of diagnostic tools for the next release of Thrust to help you keep track of what is going on with your game. Currently I am working on a few ways to visualize how each gamepad is being used which is incredibly important on the Zune. Here is a screenshot of Galactic Defense using one to measure the left thumbstick:

GD and Diagnostics

And a video:
<a href="http://video.msn.com/video.aspx?vid=99fc531a-356b-4472-8f82-942dec70dd24" target="_new" title="Galactic Defense and Diagnostics">Video: Galactic Defense and Diagnostics</a>

Terrain Content Pipeline

 
August 2nd, 2008 by John Sedlak

I spent the last two days working on integrating Thrust’s new Terrain classes into the content pipeline. The results (below) are very promising so far. I have added the ability to set position, size and division count for each terrain block. Now I just have to work on smoothing, seams and adding functionality (color maps, grass, light maps, etc)! The grids in the second screenshot are for orienting my camera when nothing else is visible.

Terrain Content Pipeline
Terrain Content Pipeline

Terrain Rendering To Make A Comeback

 
July 4th, 2008 by John Sedlak

Terrain rendering will be back in Thrust (FGF) for the next release. I am working on getting it to production status and add in lighting, quad tree support and more.

Sector 119 - Let thy heaven\'s light may shine upon thee. Sector 119 - Humans are fragile.
Sector 119 - Darkness surrounds you.