Sunday, October 12, 2008



So here's a brief video of the Chicago firing it's weapons. All the pieces have come together. Notice that once the object is targetted, the weapons aims at it. I had to build an animation system that could use the matrices generate up to the point at which it was calculating the cannon's matrix and use that to solve where to rotate the cannon so that it would be aiming at the target. I also added a notion of a render effect that can be added to an entity that allows it to do certain transient drawing actions at named connector points. So in the case of the chicago, I have a laser cannon replica with a name connector point "weapon" then the laser cannon is added to the hull of the chicago with an aim at target animation controller. The nice thing is that this should be general purpose, so if you add a aim at target controller to any part of a replica (model) it will automatically aim at the target. I have also had to put in a lot of the game mode input for this, so there are placeholders for the drone and nanite commands now. I also needed to get a lot of the entity (the simulation object) up to the level were targetting information could be sent. Next step is to add some kind of shield effect. I'm still trying to think of how to make one that A) looks cool, B) represents being hit from multiple points. I've scene some hexagon shields that looked pretty cool. I think I might try that. I'll need to see if I can refactor my sphere triangle stripping code. Alfer that I will probably add the representation of the actual damage to a ship, and then a little ui work to represent the laser power level and the beginnings of the drone and nanite command interface.

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