Thursday, February 01, 2007
Not much done this evening. Refactored the rendering code so the camera is movable, although it is still fixed in the direction it is looking at. Added the main window, so Level Design windows are now MDI child forms.
I've started writing a bit of code for JKWorkshop. I can render a wireframe of a level to an editor control. Plenty of work left to go, as the level itself (the good ol' default cube from JED makes a comeback), the viewing angle/position are all hardcoded, and the functinos for actually editing has not even been started.
Friday, March 17, 2006
A new HOM portal Proof of Concept has been uploaded. I've been working on this for a couple of days, and ironed out a load of bugs. There's still some in there, including some problem with colliding with the actor placed in the opposite corridor. I believe this can be fixed through using a new template, but that is investigation for another day. Check it out and give me some feedback in the forum, please!
Tuesday, March 14, 2006
I've uploaded a demo of HOM being used to do "split screen". It's a slightly different application of that being described in this thread on Massassi. It's supposed to be a seamless portal effect, in that you can see through an area into a different area, but that second area is supposed to look like it is actually beyond the surface, not that you are looking at somewhere else. Did that make sense?
There are still problems with it. Getting the player's true Lvec isn't working correctly, so I'm settling for simply grabbing the Lvec of the player thing. This means the alternate actor doesn't look up or down. Another problem is that the model of the player doesn't get picked up by the actor, so in external view the character flickers between whatever player character and the kyle model. In internal the gun isn't redrawn on the actor screen so can flicker. To save from removing the actor thing when the effect is turned off whilst still in the actor view, the turn off code has a sleep in it that can pause the game momentarily.
Other bugs abound I'm sure, but it's another small step towards perfecting this technique. I think most of that is due to the problem suiting the application much more than most that other people have tried. Feedback welcome of course.
Thursday, March 09, 2006
Uploaded a demo of using invalid reverse adjoins.
This came out of a discussion with Emon, and basically uses overlapping sectors to create a tunnel through a room. From the room, the tunnel doesn't appear, but the tunnel is adjoined to the room.
It's just a proof of concept, and I don't know how it'll work with more than one player around, but if anyone wants me to explain more what's going on, then drop me a note.