In dev related news, not much has been going on. I have made a simple "selector" class for determining which tile is selected in the iso map editor, but I'm not too happy with it yet. So far, it's pretty tightly coupled to my renderer because it holds it's own geometry and transforms to tell the renderer how to draw it. I think I may implement some sort of render queue, so that individual objects can provide their own geometry buffers to the renderer for drawings sake, but it still needs a bit of work. Maybe tomorrow I'll have some ISO code to show, provided I don't get too drunk/full of turkey and pass out (don't hold you're breath).
I also had an AI assignment due today for one of my school classes. I wasn't sure quite what I wanted to do, so I took the easy road and implemented simple flocking with obstacle avoidance and goal seeking. I'll post the code tomorrow or the day after (it's not very good), but for now, here's a screen shot:
Also, not to complain or anything, but today marks the first day since I joined GDNet that my post count is higher than my rating. Kinda sad, but I'm a ratings whore like that [wink].