This one is fully playable, with 2 maps to choose from as well as Attack/Defense characteristics, and a nicer Menu.
I think I will start working on the GUI stuff while trying to figure out how to actually implement this. Also, my potential gradient is not the same as the one in Liquid War.
Currently, LiqwiidWars takes the 4 IR positions and -using 2 for loops- will create a "potential" for the armies. 29June2009: Been speaking with Christian Mauduit, the guy responsible for the latest version of LiquidWars.I am considering writing it all from scratch now, as modifying the algorithm would seem too much like a bodge - like the rest of my code. Can now perform algorithm every X cycles. Added a basic timer so that I can track how many cycles my while(1) loop has done. 26June2009: Got 2 dots painted on the screen where my 2 wiimotes point to.
Tracking IR position of 2 wiimotes (would be 4 but I only own 2, the code supports 4 - If anyone wants to donate a wiimote then feel free).
I figured people might want to know how far along I am, but you have to bear in mind I have a full time job, and 2 young kids so it wont be the quickest development. 2 Maps and a third unique random map generator.If you do make meaningful contributions to the code then please let me know, and I might add them to the general release. The source is available for download now too. Pre-release of v0.2.6 available for download. This has a planned first playable version release of 31st August 2009. I know the name is groan-worthy, but I figured if you can fit wii in the title somewhere why wouldn't you. Using the Liquid Wars 5 algorithm as a basis for a Wii rewrite - a port would probably take the same amount of time as the code is messy and bloated.