--------------- EXPECTED PROGRESS --------------- - Write derived server and client classes for the game itself and get a planet moving around in a session created with the menu app. This basically constitutes integration; from here on out it'll be much more feasible to write and test gameplay code. - Maybe: finish poly collision detection a) bounding poly has to rotate along with the ship b) calculate poly/poly collision normal - Clean up some of the code a bit. --------------- ACTUAL PROGRESS --------------- - Almost done with the netcode! Still have to write derived server/client classes for the game itself. This will be done within a few days; I hope we can have a lab crunch session next weekend to test out the networking. - Finally fixed several HORRID thread-related bugs (apparently MFC isn't reentrant!) - Did lots of work on the menus, lobby, etc... - Rewrote and optimized the StarField class, getting ~60% quicker rendering and scrolling. - Wrote dxLogFile, which writes timestamped debugging messages to a text file. - Wrote ScreenLog.h/.cpp: - SLogPrint( LPSTR ) - writes formatted, word-wrapped text to the screen ala chatting in counter-strike - Numerous small optimizations, bug fixes, design tweaks. --------------- SNAGS --------------- Busy week...had a big homework assignment due last Thursday. I unconsciously shifted focus away from networking a little too much, mostly because networking really blows. The game _will_ be networked this week... --------------- PLANS --------------- Two midterms this week, so not sure how well I can predict. In order of priority: - "Finish" and integrate networking (incl. menu system)... - Add code to rotate the bounding polygon - Add code to find exact point of contact in a collision - stickies a big problem with low-elasticity collisions - Modify the ShipTweak program to accomodate Peter's design additions additions gram to accomodate Peter's design additions