{"author_name":"TheHermit","cat":"LD #27","comments":[],"epoch":1377319920,"likes":1,"metadata":{"p_key":"40624","p_author":"TheHermit","p_authorkey":"25451","p_urlkey":"76245","p_title":"First night progress report","p_cat":"LD #27","p_event":"LD27","p_time":"1377319920","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"25451","us_name":"TheHermit","us_username":"thehermit","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/rebound_shot1.png\"><img class=\"alignright size-medium wp-image-275057\" alt=\"rebound_shot1\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/rebound_shot1-172x300.png\" width=\"172\" height=\"300\" \/><\/a>As I head to sleep on the first night, here&#8217;s a screenshot of my progress so far. The red line is the pre-computed trajectory of the little balloon thingy. The airlock is the target you&#8217;re trying to get to. The HUD displaying the timeline and where you&#8217;re using your fuel isn&#8217;t in place yet, but collision detection with the tiles and the trajectory computation stuff is roughly in place. I have a feeling I&#8217;m going to need to speed it up, but I can get a factor of 3x just by using fewer frames for the simulation and interpolating between them when I draw it all out.<\/p>\n <p>I&#8217;m debating whether or not to cache the trajectories of every object, or just cache the player&#8217;s trajectory and figure out everything else on the fly. I probably should cache them, honestly &#8211; its not that much memory to record 300 frames of motion, and that makes play-back a breeze.<\/p>","time":"August 23rd, 2013 11:52 pm","title":"First night progress report"}