Things have been going sluggishly lately due to some issues with a slew of cross references, inheritance, and multiple files. My BaseApplication class uses the Gob (Game Object) class which uses the BaseApplication . That went fine, no problems. But when I attempted to derive an Eye (Camera) class from Gob, putting the definition of Eye in it's own .h and .cpp files, the compiler whined about an undefined class Eye, despite the class Prototype I made. Anywho, the only solution I could come up with was to move all the code for the Eye into the Gob files.
Anywho, with that problem out of the way, I now have an Eye that can be attached to any other Gob. It will follow that Gob around the scene.
Tuesday, February 3, 2009
Monday, January 19, 2009
Misc. Update
Just got scene loading working. Well, most of it. One of the models in the scene is coming in at a different angle than it should be.
I also figured out zoom in orthographic mode. Which took longer than it should have due to some misleading forum posts.
I also figured out zoom in orthographic mode. Which took longer than it should have due to some misleading forum posts.
First blog of the semester
As the semester began. I forced myself to rethink what I'm doing. The physics and collision stuff is fun, but I feel that maybe that's an area I could use a little guidance in if I want to understand and build on the techniques involved in it. Or maybe I really just need to read a book on it. I don't know.
At any rate, the physics and collision engine is still going to be developed on. But it's taking the back burner for now. Instead, I'm now attempting to focus on the actual game development part of the whole thing. I realize, given the amount of time I have left, that I probably won't make anything too fun or exciting. But I do wish to make something functional, at least.
In that regard, I chose Ogre to actually make the game. I have a decent sized code base for it, it's easy to use with only a bit of work to get set up, and the most important factor was that it has extensive model and animation features.
Development has went along pretty nicely so far. I've set up the base application, game object (Gob), and game state classes, and added in the framework for joystick support.
My goal(s) for next Monday are:
At any rate, the physics and collision engine is still going to be developed on. But it's taking the back burner for now. Instead, I'm now attempting to focus on the actual game development part of the whole thing. I realize, given the amount of time I have left, that I probably won't make anything too fun or exciting. But I do wish to make something functional, at least.
In that regard, I chose Ogre to actually make the game. I have a decent sized code base for it, it's easy to use with only a bit of work to get set up, and the most important factor was that it has extensive model and animation features.
Development has went along pretty nicely so far. I've set up the base application, game object (Gob), and game state classes, and added in the framework for joystick support.
My goal(s) for next Monday are:
- Add basic dotScene support. Have most of the code already. Just need to integrate TinyXML into the project and tweak the scene loader.
- Using a 360 controller. Get something moving on the screen.
- Implement line-circle collision.
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