Today was a day to help focus functionality of the various little effects that I was tasked with over the weekend, namely the gravity well. Unfortunately, the gravity well had to reflect its function from C++ to blueprints. This got especially tricky when dealing with the interface. The interface controlling states was a blueprints-only one, meaning I had to focus state functionality based on whatever implemented the interface.
After that, I had to find a way to put an interface function in to get the color state, so the gravity well that would appear from projectile impact wouldn't effect the object that made the well. Also, thanks to the wonders of overlap events not working if nothing overlaps it yet, I had to make a fancy growing well that varied the new refractive textured mesh along with the sphere radius. It's undergrad all over again.
After hence, I made some more progress in the OpenGL project. It's looking a little more like Robotron, with a second texture (no more hardcoded GLTexture enabling, framework!) and gave it a static manager that flashes obstacles with the exact same color over time, along with a randomizer that used time for better seeding. Soon, I shall have input functions. Someday.
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