Reaction. Yup. Seems as if the Event system we were working on is definitely going to be followed up with an action to be utilized through an event interface. Multiple inheritance? You bet! Still in the function prototype phase, though.
As for showable work? I made a decent attempt on the loading screen for our game (since it takes awhile to load assets, pre-multi-section loading and all) but detecting streaming level loading is a bit tricky. I've set it so far so that the LevelLoader checks the streaming level loading, but it reinstates the load screen (forever) somehow, so I've let go for now.
As for Game Lab? The explosion works! And rotation! Woop! The problem came from the singular cubes in the main obstacle structure having their own rigidbodies, meaning that they did not spin with the main structure. Voila!
I'm also starting to get back into graphics programming (Thank the lawd) since some advanced lighting topics in OpenGL were updated. That does mean I have to learn everything from the ground up though. I wish things like VAO, VBO, and EBO were communicable across multiple graphics APIs, but these things are so specific.
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