Just a brief post today:
Spent some time updating my Havok Physics classes to allow us to add userdata to them. Havok's userdata is essentiall an integer value, which we can use for whatever we want.
We are using the userdata so that we know what type of object the collision entity belongs to, and the index of its position in its storage vector. Using some entertaining maths and these values, we can access the objects that have collided, and as such intervene to do things like reduce integrity of a mech if it has been hit by a bullet or missile, etc.
In addition to this, I looked over Rob's Audio class code. It worked quite well, though it had two subtle bugs to iron out (upon unloading it would crash). I fixed those, and then created a manager class to hold all of the sounds in a central location in memory, and access the sounds as required.
Amir and I looked at Andrew T's updated mech model (with partial animation) today. There are still some parts of the mech that are completely untextured... in OGRE these sections are rendered in PURE WHITE. In other words, it will make the mech look horrible, so I'm going to need to speak to him and get that fixed.
My next task is to start integrating my updated physics into Amir's updated vehicle and graphics engine. From there we begin programming weaponry, and some actual gameplay. Fun times ahead...
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