Week 6: Progress Report
The last full week of development before the final presentation was a hectic one. Of major concern was the lack of a quadtree, nor ANY method of parsing the geometry of the level for quick collision detection or frustrum culling. The decision was finaly made to skip this for now so we can get the rest of the required work in by next Wed. This is a painful decision to make but it could not be avoided as the person in charge simply could not figure it out.
Attempts to help him get it in by project time uncovered even more errors and shortcomings in the tree code which spelled doom for any further attempts. After the class, the plan is to completly remove and reimpeliment the quadtree.
In the meantime, we spent the week attempting to handle some of the tricky physics and collision with and without the tree code.
Things we accomplished:
Things we did not accomplish:
Attempts to help him get it in by project time uncovered even more errors and shortcomings in the tree code which spelled doom for any further attempts. After the class, the plan is to completly remove and reimpeliment the quadtree.
In the meantime, we spent the week attempting to handle some of the tricky physics and collision with and without the tree code.
Things we accomplished:
- Kam worked with Groller on the quad-tree code. He added title / credits screen. He also began work on a particle engine.
- Decompile changed the physics code to comply with a no tree situation and began work on bullet code.
- Illuminus altered the tank model so that it would load correctly with our model loader. Added the code which correctly orientes the tank on turning.
Things we did not accomplish:
- As mentioned before, the tree code has been thrown out.
- Collision and Physic code as relating to the tertrain is still lagging behind, but will hopefuly catch up in time for the project presentation.


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