Saturday, May 9, 2009
Not having much luck with this. I went back and started to comb through the Documentation and 5 years of forum posts to try and figure out why functioning Maya KFM files refuse to load through the program. After testing some workarounds unsuccessfully, I left a question that will hopefully be answered sometime in the near future. In the meantime, I spent a few hours constructing a sound class, since Dr. Badler wanted to hear some explosions. After trying to resolve some linking errors, I found this in the documentation: "Customers wishing to use this implementation must separately purchase a license for the Miles Sound System directly from RAD Game Tools, Inc." The MetalWars demo uses this, but of course, it won't compile on the system so I can't take the license from it. The documentation suggests that there are demos that use a different system, but I will have to look for them later. The issue seems to be that the NiAudio core library isn't included in this version.
Tuesday, May 5, 2009
Well, long haul is complete, presentation is done, and yet there's still so much more I want to add.
Here's a video of where the game was at for the project presentation on May 1st:
It's working much better then it has in the past, as I've worked out almost all the bugs. It doesn't have many features I'd like to add, but perhaps I'll have time this summer to expand on it.
Hopefully Ben will get the animation exporter to work correctly, so we can get rid of the gamebryo sample character featured in this video. That would also let us add the correct model and animation for the rockets.
Here's a video of where the game was at for the project presentation on May 1st:
It's working much better then it has in the past, as I've worked out almost all the bugs. It doesn't have many features I'd like to add, but perhaps I'll have time this summer to expand on it.
Hopefully Ben will get the animation exporter to work correctly, so we can get rid of the gamebryo sample character featured in this video. That would also let us add the correct model and animation for the rockets.
Sunday, April 19, 2009
Friday, April 10, 2009
camera and collision detection
http://www.youtube.com/watch?v=Gg5NZaLH4rE
new video up on youtube which seems to work right.
I've got the collision detection working correctly now, so the character knows when it is flying or on the ground. The camera now has different controls based on flying/grounded, which are fairly intuitive to control. The transition between states needs work.
Hopefully, the next video I show will have a decent environment and (maybe) a character instead of a ball.
new video up on youtube which seems to work right.
I've got the collision detection working correctly now, so the character knows when it is flying or on the ground. The camera now has different controls based on flying/grounded, which are fairly intuitive to control. The transition between states needs work.
Hopefully, the next video I show will have a decent environment and (maybe) a character instead of a ball.
Saturday, April 4, 2009
Progress with a video
Worked on the camera system, controls, and gravity a bit today.
I still need to automate the switch from flying around to walking around better, right now I press a key to change mode, and cause an instant camera change. Next step is getting collision information out of PhysX to automate the switch, and implementing a smooth camera transition function.
I still haven't tracked down the cause of the jittering frame. I still think somewhere in the code I'm updating something twice per frame update, but I can't find any places where that would happen. I've uploaded a video of where I'm at to youtube, and the bug is visible there, though it isn't as bad as normal. It seems that the bug gets better when the frame rate goes from 120ish to 60 (Fraps limits it for the video capture), since the bug is much more apparent when I'm not capturing.
I need to get Ben to make up an interesting level soon, I think I'm almost ready for some basic play testing.
-Mark
I still need to automate the switch from flying around to walking around better, right now I press a key to change mode, and cause an instant camera change. Next step is getting collision information out of PhysX to automate the switch, and implementing a smooth camera transition function.
I still haven't tracked down the cause of the jittering frame. I still think somewhere in the code I'm updating something twice per frame update, but I can't find any places where that would happen. I've uploaded a video of where I'm at to youtube, and the bug is visible there, though it isn't as bad as normal. It seems that the bug gets better when the frame rate goes from 120ish to 60 (Fraps limits it for the video capture), since the bug is much more apparent when I'm not capturing.
I need to get Ben to make up an interesting level soon, I think I'm almost ready for some basic play testing.
-Mark
Saturday, March 28, 2009
complex scenes
Made the system able to load more complex scenes, though the gravities still need to be hard coded. Worked on the camera and other controls too.
Tuesday, March 24, 2009
sorta working!
Sorry for the hiatus, Been working on other projects for a couple of weeks.
Physx has been integrated and working, and I managed to walk around and do a bit of jumping around a sphere, so my gravity system seems to work. need to fine tune the variables for that a bit, and make sure the gravity force doesn't exceed the character's ability to walk and jump.
Next step are implementing a bunch of the control niceties needed for a game, like a camera that stays pointing intelligently, and jumping that actually goes away from the standing surface instead of +y
Physx has been integrated and working, and I managed to walk around and do a bit of jumping around a sphere, so my gravity system seems to work. need to fine tune the variables for that a bit, and make sure the gravity force doesn't exceed the character's ability to walk and jump.
Next step are implementing a bunch of the control niceties needed for a game, like a camera that stays pointing intelligently, and jumping that actually goes away from the standing surface instead of +y
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