---------------------------------------------------------------------------------------
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
Have a good weekend, we'll see if I get a weekend edition out or not.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.