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Plan for Phil Carlisle
Plan for Phil Carlisle
| Name: | Phil Carlisle | ![]() |
|---|---|---|
| Date Posted: | Aug 10, 2003 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for Phil Carlisle |
Blog post
mmaaaango!
Well, typically, Ive been sat inside during the nice weather here, trying to get things moving along again for some of my projects.
Ive been tackling the space vehicle class that I was working on before, decided to implement something more akin to what I wanted.
So I'm hacking away at handling code, having loads of stupid problems with the Rigid body code (mRigid member of vehicle) and its just getting me more and more annoyed.
This is space, do I really need to model physical forces, or would I be better to hack at it a bit?
I'm still considering this, there are a few reasons why it would be a good idea.
1) I need to simplify the collision detection down to something simpler, if I'm ever to expect the number of ships I want to have in game, I'm going to need to approximate collisions with sphere's at least for rough checks.
2) The rigid code is going to be very hard for joe blow to understand (yeah, its done in a pretty standard way, but still, for a space sim, its probably overkill).
So maybe I'm better off just using a simpler model, branching off my own vehicle class, or maybe making some of the standard vehicle functions virtual so I can override them (updateForces already is, so its just a matter of moving processTick to be virtual).
What a dilemma!
Ive been tackling the space vehicle class that I was working on before, decided to implement something more akin to what I wanted.
So I'm hacking away at handling code, having loads of stupid problems with the Rigid body code (mRigid member of vehicle) and its just getting me more and more annoyed.
This is space, do I really need to model physical forces, or would I be better to hack at it a bit?
I'm still considering this, there are a few reasons why it would be a good idea.
1) I need to simplify the collision detection down to something simpler, if I'm ever to expect the number of ships I want to have in game, I'm going to need to approximate collisions with sphere's at least for rough checks.
2) The rigid code is going to be very hard for joe blow to understand (yeah, its done in a pretty standard way, but still, for a space sim, its probably overkill).
So maybe I'm better off just using a simpler model, branching off my own vehicle class, or maybe making some of the standard vehicle functions virtual so I can override them (updateForces already is, so its just a matter of moving processTick to be virtual).
What a dilemma!
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