News

A blog of group project progress made throughout the assignment.

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Rubric

Posted by Liesl Wigand on May 9, 2010 at 5:11 PM Comments comments (0)

Splash Screen 5                                                           NONE

Credits – Who did what 5              ...

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Camera

Posted by Liesl Wigand on May 9, 2010 at 4:57 PM Comments comments (0)

The camera now follows the boat, I disabled the camera controls except for q and e. We'll need to put some more boats in so they are kind of all over the place moving around...maybe have a list of points that they move to, so they keep moving in a circuit? I'll see about that now.

Installer

Posted by Liesl Wigand on May 9, 2010 at 4:15 PM Comments comments (0)

Downlowd NSIS, then open the menu and click option: create from zip. Take folder of exe and create zip. Now select that zip in NSIS, and create a self-unpacking zip file, labeled whatever and default install location at $Desktop.


Check that it works...turning is acting funny, and I think I'm going to attach the camera to the boat now.

Executable

Posted by Liesl Wigand on May 9, 2010 at 3:52 PM Comments comments (0)

The setup.py has been uploaded, and some other files too. Additionally cg.dll, wrap_oal.dll, and OpenAL32.dll may need to be copied and pasted into the created dist folder, which needs to be run from the Desktop if it has any hope of finding your Python Ogre and Python26 code.

Hit Points and Score

Posted by Liesl Wigand on May 5, 2010 at 9:06 PM Comments comments (0)

Now we have hit points and scoring. new variable gameOver in state, become one if the player's ship runs out of hitpoints. New panels, and cursor.

island/world border

Posted by Liesl Wigand on May 4, 2010 at 10:29 PM Comments comments (0)

I've made progress: we have a terrain now, and that makes a border around our world, but I couldn't figure out how to move the terrain, so instead I moved the water and all the boats: That means our game must now exist from (0, 380, 0) to (10000, 380, 10000). So I still have to move all the boats over, and the camera so they're inside the lake I made, and then I have to get terrain collisions working so that they can't go through the border. That may require some changes in helm and move to o...

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Code shift

Posted by Liesl Wigand on April 25, 2010 at 2:19 PM Comments comments (0)

I moved collisionManager into the main folder and have it init and ticked there in coreSimple. We need to fix the naming of new boat spawns. add time onto the strings or something. Where do they get created?

collisions

Posted by Liesl Wigand on April 22, 2010 at 4:54 PM Comments comments (0)

Despite recent madness and lack of time, we have a basic untested collisionManager class, its in eva, and should be initialized in state, and ticked in state as well. gfx should be the one to get the collision list, so that it knows what ships should be sinking (and animate those).


potential problem: You have to get the bounding box off of the entity, not its node. The ents in the entity list are not the entities, just the dictionary representation, so we need to either get ...

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scene query?

Posted by Liesl Wigand on April 21, 2010 at 4:57 PM Comments comments (0)

bool Ogre::IntersectionSceneQuery::queryResult ( MovableObject *  first

MovableObject *  second )

 

 

[virtual] Self-callback in order to deal with execute which returns collection.

Implements Ogre::IntersectionSceneQueryListener.

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pyOde

Posted by Liesl Wigand on April 21, 2010 at 4:49 PM Comments comments (0)

PyOde uses faces and vertices of meshes to detect collisions. Not sure how compatible that is with our code though


myspace = ode.Space() #space to put collision objects

meshdata = ode.TriMeshData()  #create the data buffer

meshdata.build(verts,faces)  #Put vertex and face data into the buffer

mesh = ode.GeomTriMesh(meshdata,myspace) #create collide mesh



from elementtree import ElementTree

 

def g...

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