Worklog for Strider Centaur

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Way more added(Posted 2004-11-23)
Well for those who may be interested in this project, its now way far beyond what I have in the achives.

Features now working:

- full support for environment fog effects with full control
over color, texture, layers, distance, and alpha levels

- Skysphere for above water views and SkyBox( SeaBox ) for
underwater viewing transitions to surface.

- Buoyancy calulator that controls the rate of acent,
float and decent of objects.

- Mesh based Terrain support for those really deep decents
and mountains/islands

- Full 6 degree of rotation control

- Terain, Object and player collision handeling

- Multi role timers that can be defined on the fly with
a single funtion call. Each timer can be placed in
one of three modes, allways on, countdown and countup.
These allow for just about all situations from FPS timers
to duration one shot timers( countdown ).

- Heavely commented sorce and strong code speration using
functions for just about everything.

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ToDO:

- Improve SkyBox look
- Level Construction tools( Placement tools that use the
client to show exactly how things will look in the game ).
- Level Lighting tools ( like above and probably part of
same code).
- Level Node Tools ( used to make AI pathing nodes ). Based
on my node cube system.
- Network code
- Pathing and AI
- Animation support
- Game Logic ( when I finally decide on the game type )

Not in any oreder



Fog system(Posted 2004-11-22)
Creating the underwater environment in Blitz3D is becoming a real chalange, fortianatly that just makes it that much more fun.

While movement is pretty well handled in blitz3D the idea of a fog system seems to be missing almost entirely. With the exception of camera fog, with is only usefull for making a more smooth form of distant clipping of a sceen. So I have built the fog functions using 10 spheres around the cammera. This generates a very satisfying effect and it can be used for just about any type on environment where you need fog.