--------------- EXPECTED PROGRESS --------------- -not very well defined --------------- ACTUAL PROGRESS --------------- -finally got around to generalizing collisions. arbitrary effets possible during collision. Among other collision stuff, every collidable object has an ApplyDamage(float) function and a CollideWith(other) function. So for example, a projectiles CollideWith(other) function calls ApplyDamage on other (and then destroys the projectile creating some debris). If other is a ship it's health goes down, if other is a planet it ignores the effects of ApplyDamage, for example. Also, objects can be destroyed at anytime, so when a ships health drops below 0 it is destroyed (the code that handles destruction of ojbects is far removed from the objects themselves). This week was bad. But at least i'm going to pass some of my other classes. --------------- SNAGS --------------- -some stupid bugs introduced when everyone merged their code --------------- PLANS --------------- SNAG: Currently the network code expects each player to have a ship, so destroying a ship currently just makes it transparent to all other game objects, but nothing else happens (if ship is actually destroyed bad things happen). This brings us to something we really have to do this week -- allow for an end game state. at least kick a player out of the game when he dies or something. um, i currently am not sure what i'm doing this week. MUCH needs to be done before the demo to make things fun (general gameplay is in place), we will talk about everything as a group Wed.