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	<title>Moonfire Thoughts &#187; Turf Wars</title>
	<atom:link href="http://d.moonfire.us/blog/tag/turf-wars/feed/" rel="self" type="application/rss+xml" />
	<link>http://d.moonfire.us/blog</link>
	<description>Ramblings of a writer, programmer, and gamer.</description>
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		<title>Killing Turf Wars</title>
		<link>http://d.moonfire.us/blog/2006/10/09/killing-turf-wars/</link>
		<comments>http://d.moonfire.us/blog/2006/10/09/killing-turf-wars/#comments</comments>
		<pubDate>Mon, 09 Oct 2006 14:02:56 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[Flight of the Scions]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Muddy Reflections]]></category>
		<category><![CDATA[Triumph]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/10/09/killing-turf-wars/</guid>
		<description><![CDATA[I can&#8217;t do Turf Wars. I think the ideas is great, the images and I&#8217;m more than capable of doing it, I just don&#8217;t seem to be making the time to do it. For the last two weekends, Fluffy has been out of town, so I thought to myself, what a perfect time to work [...]]]></description>
			<content:encoded><![CDATA[<p>I can&#8217;t do Turf Wars. I think the ideas is great, the images and I&#8217;m more than capable of doing it, I just don&#8217;t seem to be making the time to do it. For the last two weekends, Fluffy has been out of town, so I thought to myself, what a perfect time to work on Turf Wars! Eight days of no distractions, plenty of time to figure out some bugs and mayb make it start to resemble a game.</p>
<p>What I did instead of write stories, play Exalted, and relaxed. In itself, I wouldn&#8217;t have been bothered by it, but that is the same thing I&#8217;ve been doing for two months on the project. I basically haven&#8217;t touched it since before GenCon.</p>
<p>Also, at GenCon, I got Mr. Helfers interested in my Mudd Fournier novel (working title is &#8220;Muddy Reflections&#8221;). I already have the major parts written, I just need to merge the two short stories and novella together, change how they all end, and basically package it. Doing <i>that</i>, I know I can do. Writing isn&#8217;t a struggle for more, not like writing games is.So, while I&#8217;m going to stop on Turf Wars, I am going to work on a project I know I can do and want to do. It is due at the end of the year (Helfers looks at novels only in January, as I mentioned in the WBM entries).</p>
<p>It will also give me a chance to play with Triumph for fightertype. I know she would like to see Itrifore&#8217;s world done up properly at some point, so I&#8217;ll aim for that also. Both of those are things I&#8217;m much more comfortable with and maybe I won&#8217;t find myself doing &#8220;everything but.&#8221;</p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Vacations can be&#8230; annoying.</title>
		<link>http://d.moonfire.us/blog/2006/09/29/vacations-can-be-annoying/</link>
		<comments>http://d.moonfire.us/blog/2006/09/29/vacations-can-be-annoying/#comments</comments>
		<pubDate>Fri, 29 Sep 2006 20:40:32 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Sepia Throne]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/09/29/vacations-can-be-annoying/</guid>
		<description><![CDATA[I took two days off from work to get relax a bit and get some things done. Mainly, I was hoping to work on Turf Wars and the Sepia wiki for this Saturday. What really happened was that I spent most of the two days watching television, playing a few games, and basically just staring [...]]]></description>
			<content:encoded><![CDATA[<p>I took two days off from work to get relax a bit and get some things done. Mainly, I was hoping to work on Turf Wars and the Sepia wiki for this Saturday. What really happened was that I spent most of the two days watching television, playing a few games, and basically just staring at my screen for hours. Not exactly the best way to enjoy a vacation.</p>
<p>But, Fluffy should be home tonight, which means I will, naturally, have this sudden burst of energy and start working my ass off&#8230; just because she&#8217;s home. Oh well, at least I got about half of the things I wanted to get done on my todo list; I just avoided all the &#8220;big&#8221; ones.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>CeGui# and Linux</title>
		<link>http://d.moonfire.us/blog/2006/09/21/cegui-and-linux/</link>
		<comments>http://d.moonfire.us/blog/2006/09/21/cegui-and-linux/#comments</comments>
		<pubDate>Thu, 21 Sep 2006 18:40:55 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[CeGui]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/09/21/cegui-and-linux/</guid>
		<description><![CDATA[I managed to get Turf Wars and CeGui# working properly on my Linux machine. This hopefully will help with the project since I can actually use my preferred operating system, Linux. I&#8217;m also helping that a slight change of direction will help me get over this hump in development. I&#8217;m getting somewhat discourged by all [...]]]></description>
			<content:encoded><![CDATA[<p>I managed to get Turf Wars and CeGui# working properly on my Linux machine. This hopefully will help with the project since I can actually use my preferred operating system, Linux. I&#8217;m also helping that a slight change of direction will help me get over this hump in development. I&#8217;m getting somewhat discourged by all the damn good looking screenshots on the game forum.</p>
]]></content:encoded>
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		<item>
		<title>Development Stalling</title>
		<link>http://d.moonfire.us/blog/2006/09/18/development-stalling/</link>
		<comments>http://d.moonfire.us/blog/2006/09/18/development-stalling/#comments</comments>
		<pubDate>Mon, 18 Sep 2006 13:54:50 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Sepia Throne]]></category>
		<category><![CDATA[Triumph]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/09/18/development-stalling/</guid>
		<description><![CDATA[My Turf Wars stuff is stalling and I&#8217;m really not happy with it. I haven&#8217;t touched it in a couple of weeks and the first time I did was yesterday. Of course, that was after a really good game session for Sepia Throne, so I didn&#8217;t have the creative energy to do anything but set [...]]]></description>
			<content:encoded><![CDATA[<p>My Turf Wars stuff is stalling and I&#8217;m really not happy with it. I haven&#8217;t touched it in a couple of weeks and the first time I did was yesterday. Of course, that was after a really good game session for Sepia Throne, so I didn&#8217;t have the creative energy to do anything but set up the menu to show up on the escape key instead of RMB. I started playing around with Triumph some more though, mainly because I was silly and poked fightertype and she poked me right back. Well, I got what I deserved.</p>
]]></content:encoded>
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		<title>Staring the Turf Wars Scenario Editor</title>
		<link>http://d.moonfire.us/blog/2006/08/30/staring-the-turf-wars-scenario-editor/</link>
		<comments>http://d.moonfire.us/blog/2006/08/30/staring-the-turf-wars-scenario-editor/#comments</comments>
		<pubDate>Wed, 30 Aug 2006 15:40:28 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Irrlicht]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/08/30/staring-the-turf-wars-scenario-editor/</guid>
		<description><![CDATA[Last night, I was messing more with the automatic rules for placement in the region editor. I got it so it determines if a tile is considered flat or not (there are some minor bugs). In the following picture, the blues are places you can put a tile, red are too steep for a tile. [...]]]></description>
			<content:encoded><![CDATA[<p>Last night, I was messing more with the automatic rules for placement in the region editor. I got it so it determines if a tile is considered flat or not (there are some minor bugs). In the following picture, the blues are places you can put a tile, red are too steep for a tile.</p>
<p><a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-8a.png" title="turf-wars-screenshot-8a.png"><img id="image207" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-8a.thumbnail.png" alt="turf-wars-screenshot-8a.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-9b.png" title="turf-wars-screenshot-9b.png"><img id="image208" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-9b.thumbnail.png" alt="turf-wars-screenshot-9b.png" /></a></p>
<p>I also started the scenario editor. The first part of the scenario editor is placing of buildings, this is also used in the game. At the moment, I&#8217;m going to just create a &#8220;plate&#8221; at large as the building being placed and let the player see where it can or cannot be placed. That should give me a good basic start on this entire process.</p>
<p><a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-1a.png" title="turf-wars-screenshot-1a.png"><img id="image209" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-1a.thumbnail.png" alt="turf-wars-screenshot-1a.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-2a.png" title="turf-wars-screenshot-2a.png"><img id="image210" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-2a.thumbnail.png" alt="turf-wars-screenshot-2a.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-4a.png" title="turf-wars-screenshot-4a.png"><img id="image211" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-4a.thumbnail.png" alt="turf-wars-screenshot-4a.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-5a.png" title="turf-wars-screenshot-5a.png"><img id="image212" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-5a.thumbnail.png" alt="turf-wars-screenshot-5a.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-6a.png" title="turf-wars-screenshot-6a.png"><img id="image213" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-6a.thumbnail.png" alt="turf-wars-screenshot-6a.png" /></a></p>
<p>Ideally, when you move the mouse around (while holding the spacebar at the moment), it will move the plate around and turn it blue when you find a valid spot. You can rotate with the right mouse button. However, there is a little bug with the Irrlicht.NET CP code (that will be fixed as soon as it gets into SVN, I think) that prevents me from finding where the mouse is over; that should be fixed &#8220;soon.&#8217; and I&#8217;ll be able to move forward with this.</p>
]]></content:encoded>
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		<item>
		<title>Tile Layout in Turf Wars</title>
		<link>http://d.moonfire.us/blog/2006/08/28/tile-layout-in-turf-wars/</link>
		<comments>http://d.moonfire.us/blog/2006/08/28/tile-layout-in-turf-wars/#comments</comments>
		<pubDate>Mon, 28 Aug 2006 14:35:39 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Irrlicht]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/08/28/tile-layout-in-turf-wars/</guid>
		<description><![CDATA[This weekend, I spent a good amount of time trying to figure out how to place buildings in the game. The approach I decided to go with basically creates a &#8220;tile&#8221; that will match the terrain of the map. The rules of for the tile (such as if it is too steep or if it [...]]]></description>
			<content:encoded><![CDATA[<p>This weekend, I spent a good amount of time trying to figure out how to place buildings in the game. The approach I decided to go with basically creates a &#8220;tile&#8221; that will match the terrain of the map. The rules of for the tile (such as if it is too steep or if it gives bonuses) will be set in the region editor while the scenario editor will be used to set the default building layouts.</p>
<p>This took me quite a bit to figure out and I&#8217;m still not done. The rules for how steep aren&#8217;t in there (I&#8217;m going to stay steep if all four corners aren&#8217;t the same height) and I really want to get the building placement stuff done.</p>
<p>But&#8230; some screenshots:</p>
<p><a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-1.png" title="turf-wars-screenshot-1.png"><img id="image193" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-1.thumbnail.png" alt="turf-wars-screenshot-1.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-2.png" title="turf-wars-screenshot-2.png"><img id="image194" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-2.thumbnail.png" alt="turf-wars-screenshot-2.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-3.png" title="turf-wars-screenshot-3.png"><img id="image195" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-3.thumbnail.png" alt="turf-wars-screenshot-3.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-4.png" title="turf-wars-screenshot-4.png"><img id="image196" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-4.thumbnail.png" alt="turf-wars-screenshot-4.png" /></a></p>
<p>The following screenshots are the retile process. Basically, I just take all the tiles and put them at the highest hight, then drag them down until they hit ground. It isn&#8217;t really fancy or anything, but at least approximates the ground layer. The most important parts are when there is one or more tiles at the same level, which there are regions that have that. Those are where the building placements are going to be in the scenario builder. The white tiles won&#8217;t be visible to the user in any other stage, this is just for setting region controls.</p>
<p><a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-5.png" title="turf-wars-screenshot-5.png"><img id="image197" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-5.thumbnail.png" alt="turf-wars-screenshot-5.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-6.png" title="turf-wars-screenshot-6.png"><img id="image198" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-6.thumbnail.png" alt="turf-wars-screenshot-6.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-7.png" title="turf-wars-screenshot-7.png"><img id="image199" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-7.thumbnail.png" alt="turf-wars-screenshot-7.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-8.png" title="turf-wars-screenshot-8.png"><img id="image200" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-8.thumbnail.png" alt="turf-wars-screenshot-8.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-9.png" title="turf-wars-screenshot-9.png"><img id="image201" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-9.thumbnail.png" alt="turf-wars-screenshot-9.png" /></a> <a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-10.png" title="turf-wars-screenshot-10.png"><img id="image202" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/turf-wars-screenshot-10.thumbnail.png" alt="turf-wars-screenshot-10.png" /></a></p>
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		<title>CeGui# Work for Turf Wars</title>
		<link>http://d.moonfire.us/blog/2006/08/25/cegui-work-for-turf-wars/</link>
		<comments>http://d.moonfire.us/blog/2006/08/25/cegui-work-for-turf-wars/#comments</comments>
		<pubDate>Fri, 25 Aug 2006 13:24:05 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[CeGui]]></category>
		<category><![CDATA[Irrlicht]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/08/25/cegui-work-for-turf-wars/</guid>
		<description><![CDATA[Spent most of last night working on the CeGui renderer for Irrlicht.NET CP. For the most part, it seems to work perfectly, but I have two major problems with it. One, the images don&#8217;t quite line up, I&#8217;m hoping to get that fixed properly, and the fonts aren&#8217;t really even. I&#8217;m assuming that one is [...]]]></description>
			<content:encoded><![CDATA[<p>Spent most of last night working on the <a href="http://ceguisharp.sourceforge.net/">CeGui</a> renderer for Irrlicht.NET CP. For the most part, it seems to work perfectly, but I have two major problems with it. One, the images don&#8217;t quite line up, I&#8217;m hoping to get that fixed properly, and the fonts aren&#8217;t really even. I&#8217;m assuming that one is related to the other.</p>
<p><a class="imagelink" href="http://www.moonfire.us/blog/wp-content/uploads/2006/08/cracking.png" title="cracking.png"><img id="image189" src="http://www.moonfire.us/blog/wp-content/uploads/2006/08/cracking.thumbnail.png" alt="cracking.png" /></a></p>
<p>I also changed the file structure around so this would be appropriate for actually importing into the SVN for CeGui# and helping others.</p>
<p>Once I get all of this working perfectly, I&#8217;ll have the GUI done for Turf Wars with significantly need work than if I created/reinvented the wheel myself.</p>
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		<title>LoaderLock when using Managed DirectX and Irrlicht#</title>
		<link>http://d.moonfire.us/blog/2006/08/03/loaderlock-when-using-managed-directx-and-irrlicht/</link>
		<comments>http://d.moonfire.us/blog/2006/08/03/loaderlock-when-using-managed-directx-and-irrlicht/#comments</comments>
		<pubDate>Thu, 03 Aug 2006 19:28:10 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Irrlicht]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Tao]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/08/03/loaderlock-when-using-managed-directx-and-irrlicht/</guid>
		<description><![CDATA[Still browsing to see what is the &#8220;best&#8221; engine I can use for Turf Wars. At this point, Irrlicht.NET is really winning out, as long as I can figure it out. From what I can tell in the last day or so of browsing, I&#8217;m going to have to create the area/zone in memory, building [...]]]></description>
			<content:encoded><![CDATA[<p>Still browsing to see what is the &#8220;best&#8221; engine I can use for Turf Wars. At this point, Irrlicht.NET is really winning out, as long as I can figure it out. From what I can tell in the last day or so of browsing, I&#8217;m going to have to create the area/zone in memory, building it up so it looks like the old Sim City 2000 game. That way, when the Lord of Earth gets involved, you can shape the world.</p>
<p>I played around with Irrlicht# which actually follows the CLS, but&#8230; isn&#8217;t quite there yet. Sadly, the engine won&#8217;t handle what I want it to without me spending a fair amount of time playing with the engine itself. Maybe if I finish the game early, I&#8217;ll port it from Irrlicht.NET (Windows-only) to Irrlicht# (hopefully Linux-friendly too).</p>
<p>However, in the process, I got this annoying LoaderLock issue when trying to run the Irrlicht# example. Someone pointed out a link:</p>
<ul>
<li><a href="http://www.thezbuffer.com/articles/304.aspx">ZBuffer: Why do I get a &#8216;LoaderLock&#8217; Error when debugging my Managed DirectX application</a></li>
</ul>
<p>That resolved my problem, but I just don&#8217;t think it is there yet. So, Irrlicht.NET seems the best method to start with, assuming I can actually get it to build the work in memory. Failing that, I&#8217;m going to have to drop down to Tao.OpenGL and puzzle it out at that level (and create the loaders, and create the everything else). Or, I could actually try to get OgreDotNet working properly and see if that can resolve my problems instead.</p>
<p>On the other hand, I think I&#8217;m moving forward with trying to get something worthy of a screenshot in the game. Last night, I threw together a mesh which I could rotate around. I just want something more&#8230; related as a screenshot.</p>
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		<title>Turf Wars Review</title>
		<link>http://d.moonfire.us/blog/2006/08/02/turf-wars-review/</link>
		<comments>http://d.moonfire.us/blog/2006/08/02/turf-wars-review/#comments</comments>
		<pubDate>Wed, 02 Aug 2006 14:28:50 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Irrlicht]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/08/02/turf-wars-review/</guid>
		<description><![CDATA[Being the end of the month, and a few days before GenCon and my birthday, I sat down and trying to see where Turf Wars was going. I got enough of the game to actually see it and, while I was pretty happy with the view, I think I would have trouble making the game [...]]]></description>
			<content:encoded><![CDATA[<p>Being the end of the month, and a few days before GenCon and my birthday, I sat down and trying to see where Turf Wars was going. I got enough of the game to actually see it and, while I was pretty happy with the view, I think I would have trouble making the game &#8220;fun&#8221; as opposed to just a challenge.</p>
<p>So, giving that view of things, I think I have an idea of how to change the game around so it can be &#8220;fun&#8221; or at least closer to games that I&#8217;ve enjoyed in the past. The micromanaging of the vassals needs to go, that was getting too difficult. The orders will probably stay, but change in their format.</p>
<p>I think I&#8217;m going to start with the building arrangement. In the current version, all buildings were 30 meters by 40 meters, but I think I want to have more irregular-shaped buildings, along with the ability to lay them out. Maybe have what you can build based on the businesses in the area (you need a road construction company to make changes to the roads, an aborist (can&#8217;t spell) to remove or plant or purchase plants, etc).</p>
<p>I also browsed through the various game engines, it appears to be either Ogre3D with OgreDotNet or Irrlicht.NET. I&#8217;m going to start with Irrlicht.NET and see if I can managed to get most of the game out.</p>
]]></content:encoded>
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		<title>MfGames.Culture Calendars</title>
		<link>http://d.moonfire.us/blog/2006/07/20/mfgamesculture-calendars/</link>
		<comments>http://d.moonfire.us/blog/2006/07/20/mfgamesculture-calendars/#comments</comments>
		<pubDate>Thu, 20 Jul 2006 15:02:18 +0000</pubDate>
		<dc:creator>D. Moonfire</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Itrifore]]></category>
		<category><![CDATA[Turf Wars]]></category>

		<guid isPermaLink="false">http://www.moonfire.us/blog/2006/07/20/mfgamesculture-calendars/</guid>
		<description><![CDATA[I got the Gregorian calendar actually working properly. It calculates years, months, days, hours (24), minutes, and seconds. The XML file is fairly condense but littered with the occasional C# code. The CodeDom generator works perfectly and I&#8217;m very, very happy with it. Still a few things left: Parsing Pre-generate Tool Renderer Choosers (Gtk# and [...]]]></description>
			<content:encoded><![CDATA[<p>I got the Gregorian calendar actually working properly. It calculates years, months, days, hours (24), minutes, and seconds. The XML file is fairly condense but littered with the occasional C# code. The CodeDom generator works perfectly and I&#8217;m very, very happy with it. Still a few things left:</p>
<ul>
<li>Parsing</li>
<li>Pre-generate Tool</li>
<li>Renderer</li>
<li>Choosers (Gtk# and SWF)</li>
</ul>
<p>For Turf Wars, all I have left is to get the tool done and find a good calendar that fits the world view (10 months, fits our 365.something days in the year). Then, I can get back to orders. Such a large task, making a calendar, for what basically is a cosmetic problem, but I&#8217;m planning on using it a LOT with some of the later games.</p>
]]></content:encoded>
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