Development blog
This is our development blog! We have been maintaining this blog with updates for over 1000 days now, starting June 10th, 2013. Here you can read about the work that goes into making a game as complex as Brutal Nature:
2015 May 27th
More work on movement.
2015 May 26th
Fixed issue where player might immediately fall through the ground when respawning.
2015 May 25th
More work on movement. Fixed excessive impact sounds when going down hill.
2015 May 24th
More work solving memory leaks and other issues with the new bullet physics.
2015 May 23rd
Started work optimizing my usage of bullet.
2015 May 22nd
Finally got movement back to how I wanted it more or less, with low friction but not sliding down shallow slopes.
2015 May 21st
More work on the movement code. Slowly getting it how I want it...
2015 May 20th
Still having problems getting the movement how I want it to be. Looks like I need a slightly different approach to player movement.
2015 May 19th
Still working on character movement.
2015 May 18th
Tweaking physics to try and get character movement right.
2015 May 17th
Grapple now works with bullet physics.
2015 May 16th
Jumping now works correctly with bullet physics.
2015 May 15th
Worked on reimplementing jumping.
2015 May 14th
Started work reimplementing player movement using bullet physics.
2015 May 13th
Bullet collision detection is now working smoothly against the terrain for players.
2015 May 12th
More work multithreading the terrain collision detection mesh generation.
2015 May 11th
More work with Bullet Physics SDK.
Got basic collision between player/world working, But there is some nasty lag spikes as bullet produces bounding volume trees for the terrain.
Going to see if I can multithread that part of the physics engine.
2015 May 10th
Got Bullet built and working in game. Must say that it is much easier to work with then I expected. The documentation is not great but there are lots of nice working, yet simple to follow examples. You can read the source code too and it is written simple enough to read and understand.
Have some very simple walking movement setup. Not sure if I will reuse the existing movement/slope code or try to use bullet physics more directly.
2015 May 9th
More work learning bullet and getting it setup.
2015 May 8th
Decided to try using Bullet Physics library for collision/physics.
Enabled SSE2 instruction set optimizations.