July 18 Update, Collisions ahoy!
Since my last update, I've:
- Changed the controls from buttons to StaticImages which are
mostly transparent (looks great!)
- Revamped the progression system so that it moves by events now,
which have the option of delaying the progression if they need to
take a while (such as more elaborate Fire events might in the
future or Move events.)
- Finished collision detection just far enough to notice that
there is a much much better way to be doing that I will try to
implement on Sunday or Monday. Right now I loop through and check
all entities against the moving entity and if their spheres overlap
I give the obstacles a push so they drift around the side. Kudos if
you can name the immediate problems with this. One: Hackish. Two:
Since drifting back to their original position is also treated as a
sort of Move event, the obstacle and moving ship will push each
other around until one drifts over to the side and they snap into
place. The improvement I'm looking at is using Ogre's intersection
queries so ee if any bounding boxes are overlapping and then do a
check against their bounding spheres. I have also found a way to
set certain flags on objects so I can exclude all objects moved by
actual Move events and give them the priority when it comes down to
moving obstacles out of the way. Other than that though, the
function to bounce the obstacle back will be the same and translate
it back so the spheres are not overlapping anymore.
- I've also done a little preliminary work on loading other
battlexml files, but this one is puzzling me and may require more
of a rewrite than I'm comfortable with. Unless of course I ask in
the command line, but who would want that?
Posted by
Landon |
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