Sunday, October 20, 2013

First release of Little Crane for MS Windows.

I'm happy to announce my very first release of The Little Crane That Could for MS Windows. You can try the first 6 levels for free, in the Free-To-Try distribution. If you want to play all the 25 levels in the game, I urge you to vote in the green light campaign and tell all your friends.

In case you try this out, please drop a comment in this posting. I love to see feedback on it. In case of troubles, copy the console output and paste it into a comment please.

Requirements:
  • 64 bit Windows OS.
  • OpenGL capabable graphics card.
  • Support for GLSL (shading language) V1.1 or higher.

DOWNLOAD LINK
LCFREE-516.msi

README
The Little Crane That Could.
Free-To-Try release v5.16 for Win64.


KEYBOARD CONTROL:

CURSOR KEYS: Drive truck
Q/A:         ROTATE
W/S:         ELEVATE
E/D:         BEND
R/F:         EXTEND
T/G:         GRAPPLE

+/-:         ZOOM CAMERA
ESC:         RETURN TO MENU / QUIT


JOYSTICK CONTROL:

ONLY XBOX360 COMPATIBLE CONTROLLERS ARE SUPPORTED.
Tested with Logitech F310.

Support: http://thelittleengineerthatcould.blogspot.com/
gmail user: b.stolk

Wednesday, October 16, 2013

LOD, Clipping.

This week I have been adding LOD (which is pretty hard for terrains, because cracks appear between the high resolution chunks and the low resolution ones.) Easier was adding frustum clipping. Actually I simply clip against the left/right/top/bottom planes, and don't bother with near/far planes.

I also did some profiling and optimization. My old Mac Book Air with HD3000 graphics is struggling. Both the GPU and the CPU are a bit too slow, especially when a lot of dirt particles are created.

Wednesday, October 9, 2013

Digging it.

After the dozer, I now added a digger as well. It's already pretty convincing I think. Although it does have some difficulties with boulders getting stuck between the jaws, and then suddenly and violently get expelled from the bucket. Movements are jerky, mainly because the app would not sync to the 60fps display. Even though I used glfwSwapInterval() to make it sync. Maybe it is a GLFW3 bug.