Worklog for Duckstab[o]
MrRocketMayhem
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Im now fleshing out the EffectLightsType Tobject Field Pos:Float[3] Function Create:Tobject() Local i:Tobject = New Tobject Return i End Function End Type This is the core type for object effects One instance is created for all Object and Effector Lights When creating a TOlight the TObject becomes the Target and the TOlight.Pos becomes the offset Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Type LManager The Basics of the Lighting Manager have been a success Added lights on the Fly works like a dream :) Type TLight Field Index:Int Field Active:Int Field Pos:Float[3] Field Scale:Float[3] Field Col:Float[3] Method Update() End Method End Type This is the Core Light Class and contains Position Scale and Colour information to pass to the LManager Type TSLight Extends TLight 'Static Type TOLight Extends TLight 'Object Type TELight Extends TLight 'Effect These are the Extended Classes with control placement and adjustment methods Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Well Im currently creating the Sandbox to try out all the physics objects Added First Classes StaticMesh PhysicMesh I plan one expanding these classes to allow for more dynamic control and Realtime manipulation (ie on the fly buzzzz) 1. The SandBox Currently its a single plane 1000*1000 tv units so 1km^ Im currently working on the lighting manager to control number of lights and visability The LightManager uses MiniMeshes a Clever way to batch render objects A single call to minimesh will render 52 instances and add extra call for multipuls of 52 instances Im Setting a maximum lightLimit of 156 this is broken down into three groups 52 StaticLights 52 ObjectLights 52 EffectorLights StaticLights>> These are the basic level lighting and will remain inplace 99% of the time ObjectLights>> These are for fancy projectile Lighting just to add a bit of wow-factor EffectorLights>> These are to be the Main Lighting for the partical system Doing Strobe,Pulsar lighting ect Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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MrRocketMayhem Well Where to Start... 1 Setup Application will be using Blitzmax TV3d Glimmer.mod and the Wonderfull Blide to programme it all 2 Things in the future Lua Scripting 3d Sound Gui Level Designer 3 The Concept MrRocket Mayhem will be the main character. Using Preprogrammed missile to must hit fixed targets around the Map Missile can be Givin a number of Commands that will be activated by given triggers or timers LightMissiles these can be given up to ten destination points the missile will self guide itself along these points and detonate on impact MediumMissiles these can be given up to five destination points and can be fitted with a impact timer or impact detonater HeavyMissile these can be given up to three destination points and can be fitted with a impact timer,impact detonater or otherpayloads (think ill have some fun with that) 4.Why have various missile types Well the concept is these Map are active enviroment with Aliens and Vechiles moving around the map Your Target path might be to congested to get the correct pay load to target. So you might have to ie stop the train before the meduim missle passes towards a building in its path. or even drop the medium missile onto the train to blow up the station Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |