Sunday, April 10, 2016

Day 92: Incoming Death Cube

Today wraps up capstone work for the week! Managed to fit the levitation shot cube with the enemy to fire at and damage the player. The only tricky part was that while the object was attached to the enemy, it didn't move as if it was attached to it. I had to constrain the location until the thing was ready to fire.

So far, the object keeps its state change properties and goes toward a player location until something is hit. That requires a slight vertical offset to make sure it doesn't skid the floor:


As for neurofeedback, I implemented the pause function that resolves with EEGer's pause function fairly well! I'm just discovering that yet another script doesn't obey the laws of deltaTime - the camera shake script.

And with that... I also got to brush up on some OpenGL again in preparation for advanced light shading lessons! Today was just a review on texture binding and mapping, including the use of element buffer objects for indexed vertices and texture mixing:


If you look closely, the symbols are eerily placed over the moon symbol texture.

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