Monday, February 5, 2007

Updates...

Just fell over this gaming framework. It uses mono (novells open source .net implementation) and seems pretty nice: http://unity3d.com . And it is a danish project, which I think is a plus of course ;)

I managed to get interaction, with in-game actors, through the console to work. Pretty cool I think. E.g. in the server console:

s = connect("localhost", 12345)
r = s.remote()
p = r.lookup("Player")
p.addForce(Vector3(0.0,50.0,0.0))
Will connect to the server and apply a force of 50 upwards on the player actor ie. making it jump. Too easy :P

On the other two scheduled tasks: For now I've decided to not allow scaling of Collidable derived actors. This is because the collision engine can get confused if you change size in the middle of a collision. Furthermore, I would have to recalculate vertices if the collision format is mesh. Maybe I'll decide to support scaling Collidables with box and sphere collision formats, since they are easy to scale. But it is not of high priority right now.

The other task was to add visual debug support. As it turns out, the best way to implement this is to do it purely client side. I really want to do this right the first time, so I'll have to think it over a little first.

I got inspired by playing so much WOW the last week. I think the way they render caves in the game are much cooler that the way I currently do it ie. they take the camera into the cave where you can see the roof. I provide a top down view looking through the roof from above. The WOW way gives you the impression that you are in a cave and not simply watching a character in a cave. So I think this is the way I'll head as well.

No comments: