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Sep. 14th, 2019

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Sep. 14th, 2019

  • xax: yellow-orange {7/2} knotwork star, pointed down (7sided)
    Tags:
    • gamedev challenge
    posted @ 05:21 pm

    okay so this last two-week project was about getting a player model controllable and placed in the world. i got about half the stuff i wanted done? the big things are i got uniforms working for the shader, so now things can be positioned in a moderately efficient way, rather than having their buffers entirely regenerated and reallocated just to move something around by a few units. so that's helpful. i also restructured the camera code some -- it was pretty tangled up due to the way i had initially written the camera transforms. the usual case of all the equations being wrong but being wrong tuned so that everything worked out in the end, just leading to some internal state that was persistently wrong. which was fine until i needed the correct internal state for other equations. i also added some really basic 'height' controls, where the player model (a hexagonal prism) is snapped to the height of the tiles it's on, and the camera correspondingly follows it. it's not super pleasant to move around, but it works

    i wanted to add in collision and movement on slopes and maybe even jumping/falling, but after thinking about it i realized that i'm not actually storing reasonable collision data anywhere -- i'm rendering the world geometry, but i'm not keeping track of spandrel values, and the current code that's used to figure out which hex the player model is on calculates the value for a hexagonal grid, rather than the somewhat more complex tri-hexagonal grid i'm using. so i'd have to change around how i'm calculating and storing map data, and that just... wasn't something i really wanted to work on a bunch right now, honestly.


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