Dino Pteror : Physics is hard

I've been trying to figure out aerodynamics and gliding, what a drag... But what is drag?
I embarked on a mathematical adventure starring at and repurposing algebra I didn't understand.


Since mid-summer when the game was greenlit, I've been trying to conceive of new mechanics for the game, and improve player control with simple mouse controls. So I got to thinking about simple things I could do with just a mouse to control with, and I became enamored with trying to create authentic 2d glide physics, with the forward tilt controlled by player's mouse-position. And the rest as you've seen before.

It turns out that I'm not naturally gifted in understanding physics, which is a bloody shame, so it has taken me awhile to grasp the basics.

So what I need is to simulate air friction as a force that brings all movement to zero (or where the wind blows), while gravity constantly creates a downward force, whilst the ground creates a friction many times greater than air.

Also the body shape will cause the these frictions to lessen or increase, an acute triangle will only incur a fraction of the air-friction a square will. However should that acute triangle instead fall on one face flat, the air friction will (of course) be much greater.

So this is common sense, but is hard to describe, and even harder to program for someone like me.

The question I am slowly answering is how to fake some sense of those fluid-dynamics, and it is taking a long time. Once it is tackled I feel the base-mechanics will be far more compelling.

Open Xcom : Caffeinated Diversity


So earlier this year I was working on an Xcom mod that I lost some momentum with due to some programming/scripting issues that I have now resolved.

Xcom was/is one of my favorite games I've ever played, OpenXcom is a community modding project, that resolves many bugs and adds many quality of life fixes.

I've often noticed that the randomised unit portrait's selection pool is fairly small and limited, and so I am seeking to add additional portraits to add a bit of visual variety. 


 We'll see where this goes, I may ditch religious headgear, as the naming convention can mean you end up with a Sikh named Mohammed or the like.

I'll update this once there is progress, ideally I'd like to push this as an addition to the vanilla experience.

Ork Freebootaz


I am easily distracted. I've been working on a freebooter shoota themed army.  Lots of dakka, hats, stripes and dakka!

Still got a L'L'L'LOT of models to paint. I've been going for a sailor-blue, with yellow and red, and lots of pin stripes.


Tactically, they haven't been performing all that well, but most of that is on me, for instance not deploying in cover, and not having more support units. I've recently got a Big-Mek with a Kustom-Force-Field, and I'm working on a trukk.

I'm still learning a lot of the rules, the Saves and the Morale system confuse me a lot, I'm more into the creation aspect honestly, but hopefully I'll learn the other systems.

Fingers crossed I'm hoping for some friendly rules come the 8th Edition Ork Codex next year, more specifically something for a shoota based faction, if not Freeboota then Badmoons/Deefskullz maybe for rerolls to hit, lower shoota costs, or even durability.

In terms of my other projects, Dino-Pteror and OpenXcom they are proceeding at a slow pace. I'll post more about those later.

A 2nd Unexpected Revival



Well this is bizarre, it seems, in it's death throes, steam-greenlight approved a number of projects yet to conclude within parameters that my project has been able to manage.

This is a surprise, but I suppose now it's incumbent on me to do something I guess, we'll see what I can do.

"Neo-Cretaceous Britney" Playable on Czech & Russian Server

To my surprise my university project Neo-Cretaceous Britney was taken and hosted by my friends to the east, even though this was not done with my permission I'm glad the game has enjoyed a wider reception. Czech it out, or maybe try the motherland comrade.


My impressions upon playing it again, is that the game feels quite sluggish, my project in random generation for Dino-Pteror (WIP) also makes this project seem comparatively primitive.

However it got me thinking that it could use with a quick once over, so I am likely going to dip my toes into polishing up this old project (Time flies!), to be re-uploaded under my own accounts on European servers. Mayhaps with some form of copy-protection, if it doesn't cause any issues.

My plan is to sort out the gameplay, with tweaks to the presentation, the art could always be better, but I think it'd be a black-hole for this simple a project. So the plan is to use some spare Unity FX assets, and apply new scripting techniques to improve performance and gameplay, for use in a remastered build.

Short-term.

  • Apply simple universally understood icons to navigate menu.
    • Or have language selection by flag
  • Put Britney in the background of menu (make it clear what game is about)
  • Have incoming enemies spawn a distance away whereby they will meet the player at a vector on their segment of track
  • Clean-up UI
  • Update code (New unity engine, New techniques)
Stretch goals
  • Add new sections of track with ramps, or jump pillars
  • Add better cameras with follow AI
  • Add intro segment
  • Add bikini to britney
  • Add more "ads" for variety, randomize their texture rather than have multiple FBX files.

Dino Pteror // Trailer


Greenlight Trailer

Dino-Pteror





An arcady Rock & Roll adventure, fly like the pterodactyl from the apocalypse of 65,000,000 BC.


Dino-Pteror is a arcady adventure set 65 million years before a bearded ape could save your soul, the age of the dinosaur will come to a close, not with a whimper but a bang.

Escape your prison of human flesh and be who you were always meant to be, a pterodactyl escaping from Death's clutches.

Glide, fall and flap your way past the hazards and environments of the dinopocalypse, and try not to go splat!