ZQF

@ZealousQuakeFan

Programmer and game designer.

Middlesbrough, UK
Beigetreten Oktober 2010

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  1. Angehefteter Tweet
    19. Dez. 2016
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  2. hat retweetet

    Favourite recent bug: polish players were saying that the polish translation of Dicey Dungeons was really bad, and that "half of it looks like it's in spanish or something". I'd mixed up the "pt" and "pl" folders.

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  3. 9. Feb.

    Working on a UDP networking protocol. Early days, but here it is synchronising a bullet pattern through some crudely simulated latency and horrible packet loss:

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  4. 15. Sept. 2018

    Current engine/game progress. basic gameplay getting implemented. Wrapper around bullet physics working nicely. Renderer still ultra basic mid 90s opengl :p

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  5. 10. Juni 2018

    Bit more engine progress. You can now run about. The possibilities are endless.

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  6. 2. Juni 2018

    My "ground" is still working on it's technique

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  7. 5. Mai 2018

    Not quite what I was going for...

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  8. 5. Mai 2018

    Not quite what I was going for...

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  9. 3. Mai 2018

    Took me a while to figure it out but finally have full rotational freedom in Opengl. Can almost start making an actual game out of it now!

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  10. 10. Nov. 2017

    Programming really speaks to the human condition sometimes: "you cannot force the compiler to inline a particular function, even when using the __forceinline keyword."

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  11. 29. Mai 2017

    Slowly getting to grips with networking. No handling of drop packets or lag yet but progress is progress

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  12. 29. Mai 2017

    Enjoying Stardate 20x7 by Ribbiks. Lovely architecture and I enjoy the challenge... apart from being ammo starved

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  13. 29. Mai 2017

    hmm, when I said spawn one actor this isn't what I meant...

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  14. 20. Mai 2017

    Spent my day playing with Flatbuffers and educating myself on Client/Server architecture. Made progress. Doesn't screenshot well though :/

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  15. hat retweetet
    17. Mai 2017

    The Daily Mail's scaremongering little table about Labour's tax plan annoyed me so I added percentages for how many are *actually affected*

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  16. 10. Mai 2017

    Like Visual studio Code so far. Particular plus points for being lightweight and installing via zip file

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  17. 9. Mai 2017

    Placing entities. start and Exit are placed far apart. Mobs are just randomly thrown in but it seems fairly reliable.

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  18. 7. Mai 2017

    hmm, I'll call this an unsuccessful go at procedurally placing dungeon items.

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  19. 6. Mai 2017

    Level generator prototype now lays down areas of water, and some object positions

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  20. 4. Mai 2017

    Trying a different drunkard wander map generator, getting some more reliable results now :)

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  21. 1. Mai 2017

    After getting some nice procedural stuff going yesterday it's time to refactor and organise it for something with actual gameplay :)

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Das Laden scheint etwas zu dauern.

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