Monthly Archives: July 2009

UI is tough

Just a quick word to say I’m still alive, working on the Mox UI. UI work is usually very underestimated, and as usual, even if I know that it always takes longer than it looks, I’m still amazed by how … Continue reading

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Combat for dummies

I finished implementing the basic combat framework in Mox. It handles simple stuff only (no planeswalkers for now for instance). While I used the 2010 comp rules as my reference specs, I didn’t even implement damage assignement order yet. And … Continue reading

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Starting combat

Hey all, I hope you’re having fun with my code 😉 Since we last talked, I implemented some fundamentals of MTG: Players lose when they have 0 or less life (!) Creatures are destroyed when they have more damage (or … Continue reading

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Source code released under GPL

Hello all, Some of you wanted to be able to look at the source code of Mox. Also, I wanted to start using a source control tool for easier change management. So I started a project on sourceforge. You can … Continue reading

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Multithreaded AI performance

I did it, my AI can run on multiple threads (I think I’m going to call it Skynet from now on). The game flow part was much less stateless than I thought, and I needed that to be able to … Continue reading

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