A blog of group project progress made throughout the assignment.
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const MeshPtr& Ogre::Entity::getMesh ( void ) const
Gets the Mesh that this Entity is based on.
SubMesh * getSubMesh (unsigned short index) const
Gets a pointer to the submesh indicated by the index.
void Ogre::SubMesh::generateExtremes ( size_t count )
Gene...
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how about we add yet another class to gui for collisions? a collisions class. We could use spheres as well as boxes, but the boxes are closer for more of the time. Spheres have a constant issue with empty space around the mesh.
Here's some kinda bad c++/ogre code I found. We need to remove the framelistener stuff
class CollisionManager :
public PersistentFrameListener
{
public:
~CollisionManager();
static CollisionManager&...
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Ok so:
Entity class has a function: const AxisAlignedBox & getBoundingBox (void) const
which if we use on two boats that are known to be close (since we don't want to constantly check every boat every tick), then we can use the:
AxisAlignedBox Ogre::AxisAlignedBox::intersection ( const AxisAlignedBox & b2 ) const
or more likely:
bool Ogre::AxisAlign...
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Ships spawn now, but...some are not along axis some are...
still no turning.
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Have menus and buttons, but can't figure out how to create new ships. Too many errors when I tried using state and entity functions...
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I had no internet most of the day yeterday, so I made almost no progress.
Today I have almost finished EButton. It just needs some code for running whatever function is passed to it from guiManager. So what should it do besides change color?
I tried to fix the boat turning, still not sure what makes it turn so slow: Max_rudder, rot_drag, etc don't seem to make much difference...
Did some more on MoveTo, but can't really test it without hel...
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I haven't even started on the assigned stuff yet. I am still trying to figure out the physics. The ship goes forward and backwards (instantly changing between them), but I can't get it to turn. Any ideas?
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I've created stubs for EButton and EMenu...and created the missing ai file in eva. But I haven't filled it in with anything, so it won't compile. I'm kinda working on EButton, so if someone would try to figure out what ai (containing helm and moveTo) need, that would be nice.
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Backup and save all the code from the last Assignment somewhere on your computer.
I've updated the repository with all of our .py files. Once you have Mercurial, and MercurialHg, right click on your engine folder, and turn it into a repository using the MercurialHG command in the pop up.
mk:@MSITStore:C:\Program%20Files%20(x86)\TortoiseHg\doc\TortoiseHg.chm::/quick.html#configuring-tortoisehg
Use the quick start mercurialHG to help s...
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Just finished assignment due tomorrow, realized we didn't have a site yet, thought we ought to take care of that.