Post-Shader Programming

Hey guys,

Yay math.

So for those of you who may or may not know, me and Gordon have gotten to 65. This means we’re done with the shader homework questions for the rest of the semester. So what does this mean for GDW? Well it means a few things. The first thing is that we’re done; we don’t have to stress over getting them done anymore. The second thing is that we can convert all the time we spent doing shaders into working on GDW, so essentially starting now we’re going to be doing a lot of programming for our game. Lastly, it also means that we have a half-decent shader library going on that we can already use for our GDW.

Which is awesome.

So this week Gordon has been working on his behaviour class. He had a pretty good class going last semester and this semester hes looking to update and fix it so that it will work for this semester’s game. Our enemies are going to be having some interesting AI, and his behaviour class should make it quite easy to attach certain AIs to certain enemies so that they do different things.

Hurray for parsing BVHs.

As for me, I’ve been working on a few things. My goal is to make a pretty awesome camera system that will not only follow the player around but to also offer the opportunity to explore the world around us, since we want to make our game pretty. In addition to that I’ve also been working on some math and skeleton stuff. I fixed up my matrix and quaternion classes so I’m (pretty) sure that they work fine now, so they do everything from basic addition and subtraction to rotations to inverses and so on. Should have a lot of potential uses for those guys. I also managed to parse a BVH file, yay. We also plan on having skeletons in our game, so parsing a BVH is the first step for that.

We’ve been also working on a variety of other stuff and have plans for a lot more in the near future. Don’t want to spoil everything right now though, so keep checking back!

Gary

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