Friday, August 23, 2013

Unapologetically Technical Since Forever - August 23, 2013

Just a note:  I'm sure this blog is starting out exceptionally technical.  It will probably be more or less so over time, depending on what I happen to be working on each day.  If something really doesn't make sense, just ask.  :)

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Anyway, enough expression parsing.  I had to fix a couple bugs (operators of the same precedence were evaluating right-to-left instead of left-to-right, oops).  I can set shader constants and effectively animate them by using the global "time" variable.  This will have many more applications in the future, but for now...



Today has basically been a cleanup day.  When I integrated my Model class into the component system, it was still structured around the idea of a model being an independent entity, rather than something attached to a game object transform.  So a model object basically has this architecture:

  • GameObject -> Transform as far as rest of game is concerned
    • ModelComponent
      • Model
        • Rendering Geometry -> Transform as far as rendering is concerned
        • RigidBody -> Transform as far as physics is concerned
So, keeping AI, rendering and physics all in agreement about exactly what is placed where in the world requires a bit of juggling.  This is working much better now.  :)

Have a good weekend, we'll see if I get a weekend edition out or not.

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