HCU: HoverCAD Unlimited
Because regular HoverCAD just plain sucks.
{ Location :: Main }
hcudownload
 -  download page
 -  source 0.5.2.2 [zip]
 -  hcu 0.5.2.2 [exe]
 -  hcucpe 1.0.0.0 [zip]
 -  hcucpe 1.0.0.0 [exe]

hcuinfo
 -  main
 -  about
 -  timeline
 -  goals
 -  documentation
 -  screenshots
 -  console info
 -  404 error

hcubug
 -  report a bug

hcunews
 -  current news
 -  old news

hculinks
 -  hoverrace webring
 -  hoverrace main site
 -  hoverrace forums
 -  tracks
 -  timesheets

hcucontact
 -  contact
 -  contact igglybob

     HoverCAD Unlimited is a program designed to work with the HoverRace compiler, MazeCompiler, to create complicated, detailed tracks. It is meant to be a replacement for the original HoverCAD and HoverCAD Advanced (by BaPinney). The project is completely open source, under the GPL.


Latest News:


Posted By: Igglybob
Subject: The project's future
Posted On: 15 March 2007, 10:30 EST
The News:
    If you've been here anytime lately you've noticed that nothing has happened since last August. Since we got the source, I've been spending what little free time I have for development with that. This unfortunately leaves me with no time for HCU. Also, the HCU project itself may now be unnecessary. After a lot of thought, I've decided that it might be simpler to simply add functionality to the HoverCAD codebase that we already have (now that we have the source). Naturally, it could be forever before I get around to this, but I think it might be the best path. So, for now, I officially declare this project dormant. Not dead, mind you.


Posted By: Igglybob
Subject: Toolbox time!
Posted On: 5 August 2006, 23:44 EST
The News:
    Can you believe it? I got more done. Namely the toolbox on the left hand side; it's mostly implemented, and making tracks isn't a complete pain now. I also fixed an odd drawing bug. I think this project is getting toward a state where you can use it regularly in place of HoverCAD, and hopefully, it should be there very soon. Not too much left to do to match HoverCAD's functionality.


Posted By: Igglybob
Subject: It's about time. I apologize.
Posted On: 2 August 2006, 21:31 EST
The News:
    I don't know how many people this will concern because I haven't got a clue how many people are actually downloading and trying the new versions I put out there. Regardless, I implemented the top toolbar (there are actually icons there now) and put a screenshot of it up on the poorly neglected screenshots page. Next task will be making the icons and toolbar for the left side - i.e. the actual track-making tools and such. Not much more to say than that; enjoy.


Posted By: Igglybob
Subject: It's about time. I apologize.
Posted On: 9 July 2006, 12:14 EST
The News:
    This is the first time I've gotten back to this project since early May. I've been working on it little by little but I haven't really had a chance to sit down and actually get stuff done until now. That being said, I did some GUI changes for this version. Most importantly is the new tabbed interface, as opposed to the old MDI interface. If you've ever used tabbed browsing under Firefox (or soon MSIE 7.0), this is what the interface looks like now. Personally, I like it a lot more this way. However, there may be some problems with how it resizes. If you're a nice person, I ask that you please download this and let me know how it looks. You'll know if it's wrong - the bottom of the workspace (white area where the track is drawn) won't have a nice edge or it won't be lined up nicely. Please let me know, because I'd like to fix that if it becomes a problem.

    I'd like to say you can expect more updates and releases soon, but I can't really say. I do a lot of things and this is a spare time activity. Sadly I don't have as much spare time as I used to. As always, though, I'd love to have some help on this project. The codebase wouldn't be too hard to jump into, but you'd probably have to thumb through it for a while before you really understood what was going on. Also, if you've wanted to learn the .NET framework, this is a good project to do that on. Anyways, let me know if you're interested. I'm still trying to find someone for the project (in the last news post) too. Like I said, I have a feeling I'll end up doing it myself, but if you want to, step up...


Posted By: Igglybob
Subject: Yay! Release!
Posted On: 11 May 2006, 22:42 EST
The News:
    I've finished 0.5.1.2. This is the first release in a while. It's not a HUGE step up over 0.5.1.1, but things are getting done. Try the select tool - click and drag to select anything. This is very cool. Then try the edit node tool, grab a node, and move it around. That's pretty cool also. In the next release you can expect the move selection tool to be done. That one is going to be just a little bit harder because I have to keep track of nodes' relative position to a point. Not really hard, but I'd just like to think about how I'm going to implement that for a little while before doing it.

    And I'm still looking for someone to write that simple algorithm. Vigilante said he might be interested but I'm just gonna keep posting this request in case anyone wants to. Like I said, if you don't want to, don't feel bad. I'm not trying to guilt trip anyone into doing this, just seeing if anyone wants to. However, it's starting to look like I'll end up doing it myself. Not a big deal.


Posted By: Igglybob
Subject: OMFG LTNS
Posted On: 7 May 2006, 17:32 EST
The News:
    It's been quite a long time since I've had time to do anything on this project. I've been caught up in classwork, but now it's over and, at least for the next week, I'll have time to work on this. It's going to be hard jumping back into the codebase and I don't exactly remember what I was working on, but I'll figure it out.

    Also, I have a project for anyone who wants to write a little C++. Please, if you want to do something, volunteer. It should be simple, more or less. Essentially what it is is this: I need the console to be able to look for math symbols in any command. Basically this would mean parsing through the command as soon as it was recieved and doing all the math, then passing on the command without math. An example: I give "add room floor 5 + 3 ^ 2" and the function returns "add room floor 16", provided I'm doing my math right. It would need to know order of operations and such fun. If nobody steps up (which will likely be the case) I will likely end up doing this one. Yes, I just copied and pasted that from the last news post. Oh well. Time to code...


Posted By: Igglybob
Subject: 0.5.1.1. A big step.
Posted On: 21 March 2006, 22:37 EST
The News:
    A lot has been fixed. That's what 17 hours on a train will do to you. In fact, I don't think I even remember all of what I did, but I'll try. Worst comes to worst, you can always go look in ReadMe.txt; that's where all the changes are kept. But here are the big things:
    - Compiling tracks has been fixed (ZooZ was having a problem; I think I fixed it).
    - Tracks are no longer drawn upside down; this was actually an easier fix than I thought.
    - Math functions can now be done in the console; like so: "set [variable] [value] [+ - / * ^] [value]".

    Go look in the console documentation for more information on the math functions. It's pretty simple all in all. Also, I have an easy coding project for someone who wants to cut their fingers on some C++. It should be simple, more or less. Essentially what it is is this: I need the console to be able to look for math symbols in any command. Basically this would mean parsing through the command as soon as it was recieved and doing all the math, then passing on the command without math. An example: I give "add room floor 5 + 3 ^ 2" and the function returns "add room floor 16", provided I'm doing my math right. It would need to know order of operations and such fun. If nobody steps up (which will likely be the case) I will likely end up doing this one. However, it's not something I enthusiastically look forward to and it'll probably be a long time until I can get to that. Until then, you'll have to do all your math using 'set' commands.

    Another thing you may have noticed - I got rid of the old news. It wasn't anything elegant, I just took it and threw it in an 'index-old.php' file in case anyone wants to thumb through it. It's starting to dawn on me that I should have automated this using PHP from the start. But whatever. It's not a big deal.


Posted By: Igglybob
Subject: Variables and simple loops in the console.
Posted On: 5 March 2006, 21:48 EST
The News:
    I spent a good amount of time on a bus working on the console this week, and today I finally polished it up into 0.5.1.0. It's a big step forward from the last release. Things implemented:

 - Variables in the console; instead of "add room floor 0" you could do "add room floor [variable-name]", which is powerful and good.

 - For loops. Type "for [variable] from [beginning value] to [end value]" and enter some commands, then type "end for" and it will loop through those commands incrementing [variable] by one, starting from [beginning value] and ending at [end value]. Nested for loops won't happen yet. Don't try them.

 - Selecting rooms and features now colors in the area, just like it should.

 - When a room is finished in the console, it will try to make connections. This may not work perfectly yet.

    There are a couple things left to do with the console, but for the most part it's done. One thing I'd like to add is math support - so you can do things like "add room floor (x + 1)" or something. Check out the console tutorial and start messing around. Let me know if you run into any problems (ZooZ, I'm looking into your compile error, should be fixed by 0.5.1.1). In coming updates you can expect work to be done on the GUI tools and a little bit more on the console. The backend of this program is nearly polished, so it's time to get to work on the frontend.


Posted By: Igglybob
Subject: 0.5.0.3. The console is almost complete.
Posted On: 27 February 2006, 20:57 EST
The News:
I've been working on more console commands and such. This is the last release before it gets complicated. The next release will include support for more complicated commands like variables and loops. Variables (like in bash) will be delimited by a $ (i.e. add room $x). Fortunately I'm going on a long long bus ride with my band so I'll have a lot of time to get stuff done. I leave Wednesday and return Sunday, so expect a lot of progress by then. I hope. Knowing my luck something will go terribly wrong.


Posted By: Igglybob
Subject: I hate coming up with subject lines. I really suck at it.
Posted On: 16 February 2006, 19:43 EST
The News:
See, I told you I was going to get information on the console language up and I did. At the moment it's rudimentary but enough to figure things out if your IQ is greater than -2. Also, if your IQ is greater than -2 you should be able to figure out that the link is the "console info" link on the sidebar.