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Game Programming Seminar 2014/15
Wagons that overlap are showing a mixed color
Create pseudo-random game world for every playthrough
Maybe use a texture?
The game crashes without an error message when loading a faulty .obj (in this case an obj without a single "o" line). The crash could also be caused by trying to load a model that is not available.
Expect behavior would be not loading any geometry for this object and displaying an error message.
ref #1
AFAIK bullet provides a collision shape optimized for heightmaps. Look into that and make things collide with the actual displayed terrain.
A more silent soundFX causes the other ones + background music to be played at the same level.
->Engine wagons sound disturbes backgroundmusic in general.
With great loading times come great responsibilities. These responsibilities include an awesome entertaining loading screen.
primaryAction()
etc.)We will need a timer eventually... the clock's ticking
improves #10
Ground plane cover train. 2nd cart overlaps 1st and some more stuff.
needed for #13
Camera does not return the right matricies yet.
We need to know the extent of a Geometry object in order to do collision detection and other things. As long as our models are more or less quboids, an axis-aligned bounding box / AABB will do the job.
In order to properly synchronize game state changes (i.e. deleting nodes), a queue of events should be implemented that will be processed before Scene::update(). This way, events can be safely scheduled asynchronically (e.g. deleting a node in response to a key press while rendering nodes).
This means that our game loop will essentially consist of
At the moment, needed geometry is only referenced while rendering. I think AbstractGraphicsObject should have members that list used geometry, materials and programs. I think of something along the lines of std::vector<std::string> m_usedPrograms
(and m_usedGeometry
and m_usedMaterials
).
Also, while we're at it: I don't know how bad it really is, but referencing geometry etc. by string makes every render()
call of every object cause about three hash-map lookups. If we really know all resources at compile-time, maybe enums make sense?
Using both QVector/QMatrix and glm::vec and glm::matrix all over the place wont work in the long run. Which one should we keep.
This should be in Scene.
elapsedmilliseconds does not need to be passed around after this is added
Possibly as non functioning mockup overlay for Early Access Convention but preferably actually implemented
Camera should be able to be locked to a certain object (mostly AbstractWagonObject
s) and follow its movements.
When locked to a wagon, camera center should be fixed a little above the center of wagon's top plane and movement should be limited so that the camera eye moves along the x axis of the wagon.
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