Well, I’m 17 now. Those years just keep coming. If I have any brilliant insights about age, I’ll let you know.
Now, on to the interesting stuff. I now have a saving function that saves the position of the win area as well as information about the player. With help from my instructor, my collision detection only checks for collision with crates that are relatively close to it. I had the idea when I noticed that when I triggered noclip, my framerate got much better, and as expected this feature improves framerate greatly. With the improved saving I can now do level editing entirely within the game. I just need to feed it a base file full of crates with a location for the win area, a starting position and direction, and gravity and jump velocity settings. Given that crouching and jumping work great now, I hope to finish with sound. When I only had one crate, I could create a sound instance specifically for that crate. Now that I have more like 300 to 350, I can no longer do that. I’ll make a global sound-maker that is passed the location where it needs to make a sound, with a capacity for around four simultaneous sounds. This finite number (as far as I know, it’s not four specifically) of possible concurrent sound sources (mixing would help, I’d think) can be noticeable in some games where there’s loads going on – some sounds do not play. Well, back to coding to the beat of Basshunter!