Game Development Community

Plan for Chris Calef

by Chris Calef · 03/17/2004 (10:22 am) · 5 comments

just a quick work update .plan:

a couple of the goals from my earlier .plan require me to either write dts models or bypass them and do procedural modeling internally, so to practice I used Melv May's fxRenderObject to make a cloth object, using a spring-particle system I wrote a couple years ago.

if anyone's interested, here's a couple shots:
www.efn.org/~ccalef/gfx/cloth1.jpgwww.efn.org/~ccalef/gfx/cloth2.jpg
i'll post it as a resource when it's cleaned up (if anyone really wants it soon let me know). Right now it doesn't do any collision detection or shadow or anything, so it's kind of boring. I plan to at least make a "blow" function from the player, or crossbow bolt collision detection, so you can make it move. Right now it just starts with an initial velocity on the particles and then settles down for the rest of its life.

I'm still working on multi-block terrain code (terrain manager or derivative), but I'm doing pretty basic research right now. If anyone can point me to really good tutorials or forum threads about the terrain system I'd appreciate it.


peacenluv,
chris calef

#1
03/17/2004 (10:37 am)
oops, answered my own question re: terrain forum threads... if anyone wants to read a real long thread about terrain manager, go here:

http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=4474
#2
03/17/2004 (10:59 am)
Cool!
#3
03/17/2004 (6:03 pm)
Definitely looks interesting, keep us updated!
#4
04/03/2004 (1:02 am)
It's a feature that I always wanted Torque to have :)
#5
01/13/2005 (2:03 pm)
Can't have clans without an official clan flag. =p