I have expanded my mesh loader to be a bit more robust, I've also implemented a code generation layer making it far easier to write data types which I can quickly serialize to XML or binary and load them up again.
I have also worked on the turret problem, this is a classic computational program and one which Entity Component Systems do not easily lend themselves to solving.
My solution is to allocate the transforms from a pool, so I can iterate the pool. I then request for an object enough transform slots to represent the object. In the case of this ship vehicle it has a turret so I need two transform sets (which are position, rotation and scale).
When I come to render these two separate objects (the hull and the turret) I can give the code a span start point of the first hull transform and a size of 2 for the object, and I get the turret placed on top and rotated or transformed to follow the hull.
I am going to be expanding on this system, certainly adding something, as I will need hard points on aircraft wings from which to hold and launch weapons.
You also see me switch to wireframe mode, and I have the 2D demo I can turn on and off over the top, this will be my final UI.
So a lot of progress over the last few months, though I have had woefully little time on the code, with the vast majority of the time going on my data serializer tool.
(Update: I just realised my sound didn't record - DOH)
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