Small LoDGameBox update

I’m here to release a short update about the condition of LoDGameBox, and to say happy birthday to myself.

Yep it’s my birthday… weeeee. Ok back to work Duct!

So for the past month I’ve been working on a videogame for a company using the LoDGameBox as the framework for it. It’s coming along beautifully and also is letting me pull apart the entire framework and getting it into a real life implementation. This has been accelerating the building of the framework and I am happy to say Alpha version 0.1 will be out very shortly.

That’s right guys, a version that can actually be used will be out very soon. Please check out the code at my google code project and expect some great stuff soon.

Some things that are working right now:

Physics – there is a functional physics engine. It’s not exact yet, but it can actually be used. I’m using the main backbone of it in a game right now, but I coded my own custom Arbiters and Resolvers. Which yes you can do by extending and implementing the Arbiter and Collision classes.

AI – At the moment I have an A* monotonic algorithm and the main interface for AI and pathfinding set up. Right now you can have some fun with the well known A* algorithm… more algorithms to come.

AssetManager – I set up a management system and support classes for loading assets into a project. It creates a central place to load and store external assets like sound, swfs, bitmaps, etc. I am also making simple methods for accessing SWF Libraries for use.

LoDTweener – the LoDTweener is in very early stages right now. It supports container transitions and the SimpleTween right now. Don’t expect the robustness of TweenMax or even TweenLite right now, but it’s on its way. Of course, per usual, it is extensible for your sake, you can create your own custom tween types for complex animations. Just implement the com.lordofduct.engines.animation.ITween Interface and go go.

SFXManager – Sound effects are at a very functional level with support for playlists, overlapping sounds, and simple sound effects. At the moment it is based on CS3 / Flex 3.0, but I hope to be updating this to CS4 / Flex 3.4. I’m a bit hesitant though because it kills flash9 functionality, but the new data sampling options can make for simple audio syncing and the sort. Please let me know what you think about upgrading it to Flex 3.4?

UI – the user interface package is coming along very nicely with Mouse Cursor controllers, Keyboard controllers, pop windows, and other cool stuff. Check it out.

Utils – also the utils package is building up nicely with simple methods for performing numerous actions. There are tools for random values, math, strings, matrices, timers, etc.

Enjoy!