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		<title>Blog for Ben Mathis at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-11-19T21:12:07+00:00</dc:date>
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		<dc:date>2007-07-25T14:17:43+00:00</dc:date>
		<dc:creator>Ben Mathis</dc:creator>
		<title>3rd person camera implemenation borks animation playback</title>
		<link>http://www.garagegames.com/blogs/91632/13297</link>
		<description>Tried to create an external 3rd person sideways camera. Had lots of problems with using the camera object (as well as the AdvancedCamera resource, it does not work) as it seems that the camera object is only used when it is set as the control object (useful??). As a solution to that I tried to change the getRenderEyeTransform function that is used to render the scene by creating another function called getRenderCameraTransform and use that one instead of getRenderEyeTransform in ShapeBase::getCameraTransform and modify the rotation and location of the render caption. Setting the character up as the control object seems to mess up the animation sequence of our character. When the Camera is set as a control object instead of the character, our character's animation runs correctly, when our character (with the changed render function) is the control object, the animation gets scewed. Here's what I did in getRenderCameraTransform (red text is code I changed):&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt;void Player::getRenderCameraTransform( MatrixF* mat )&lt;br&gt;{&lt;br&gt;   MatrixF pmat,xmat,zmat;&lt;br&gt;   xmat.set(EulerF(mHead.x, 0.0f, 0.0f));&lt;br&gt;   zmat.set(EulerF(0.0f, 0.0f, mHead.z-1.5));&lt;br&gt;   pmat.mul(zmat,xmat);&lt;br&gt;&lt;br&gt;   F32 *dp = pmat;&lt;br&gt;   F32* sp;&lt;br&gt;   if( mDataBlock-&amp;gt;cameraNode != -1 )&lt;br&gt;   {&lt;br&gt;      sp = mShapeInstance-&amp;gt;mNodeTransforms[mDataBlock-&amp;gt;cameraNode];&lt;br&gt;   }&lt;br&gt;   else&lt;br&gt;   {&lt;br&gt;      Point3F center;&lt;br&gt;      mObjBox.getCenter(&amp;amp;center);&lt;br&gt;      MatrixF eyeMat(true);&lt;br&gt;      eyeMat.setPosition(center);&lt;br&gt;&lt;br&gt;      sp = eyeMat;&lt;br&gt;   }&lt;br&gt;&lt;br&gt;   const Point3F&amp;amp; scale = getScale();&lt;br&gt;   dp[3] = sp[3] * scale.x+7;&lt;br&gt;   dp[7] = sp[7] * scale.y+1;&lt;br&gt;   dp[11] = sp[11] * scale.z;&lt;br&gt;   mat-&amp;gt;mul(getRenderTransform(), pmat);&lt;br&gt;}&lt;/pre&gt;&lt;/div&gt;&lt;br&gt;Even only changing the y offset (to see the character from behind) shows that the animation is crooked, but only when the character is the control object.&lt;br&gt;&lt;br&gt;Here is an image of the problem.  See how the feet seem to detach?  In Showtools, this place perfectly (ankles stay connected and she seems to just be breathing heavily)&lt;br&gt;&lt;br&gt;&lt;img src='http://www.poopinmymouth.com/net/escapade/bug_01.gif'  alt=&quot;&quot;&gt;</description>
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		<dc:date>2007-06-28T15:47:33+00:00</dc:date>
		<dc:creator>Ben Mathis</dc:creator>
		<title>The Escapade: Pictures and Game design Inside</title>
		<link>http://www.garagegames.com/blogs/91632/13157</link>
		<description>Time to start posting on here:&lt;br&gt;&lt;br&gt;First off, obligatory pictures here&lt;br&gt;&lt;br&gt;&lt;img src='http://www.poopinmymouth.com/net/escapade/iris_08.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here she is in game:&lt;br&gt;&lt;br&gt;&lt;img src='http://www.poopinmymouth.com/net/escapade/iris_torque.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Game Design Doc:&lt;br&gt;&lt;br&gt;&lt;a href='http://www.poopinmymouth.com/net/escapade/escapade_design_doc.html' target=_blank&gt;www.poopinmymouth.com/net/escapade/escapade_design_doc.html&lt;/a&gt;&lt;br&gt;&lt;br&gt;The development team is myself (Ben Mathis), Agust Karlsson, and Chris Hite on Audio.  Currently I had Agust go through the design document and mention all the areas he needs a visual on, and I'm making concepts and Storyboards to clarify. As I finish them, they'll be added to the design document.&lt;br&gt;&lt;br&gt;While I work on that, Agust is attempting to get all the basic movement working for Iris (the main character) inside of Torque. His current hangup, is detecting key presses. Ideally he would like a keypress (for the &amp;quot;j&amp;quot; button for example) to trigger a callback function either in the C++ engine code or in TorqueScript.&lt;br&gt;&lt;br&gt;What would be the best way to create this kind of generic keypress event callback?</description>
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