Projectile and early game logic

Finally working on game logic, with objects interacting together!

Projectiles, just like the other objects in the engine, do not need to be created/destroyed in memory every time we want to use them. Rather they get enabled/disabled, to save execution performance. Additionally, I created a health and a life-time component which when attached to an object become responsible to handle their disabling. Based either on receiving collision messages (you have been hit, so your life is diminishing) or a specific duration (it’s been X seconds, so you disappear).

Time spent for this Time spent so far
4 h 45 h
[Lire]

Collision handling and first compromises

Collision handling turned out to be harder than expected… To get it working quickly, I relied on a bounding sphere for every models. The spheres are centered on the isobarycenter of the model and have for radius the distance of this point to the farthest vertex of the model. This is far from the perfect fit possible for a given model, but was faster to code. The way it works is that game objects register themselves during their update pass to the collision handler. Afterwards, the collision handler solves collision of the registered assets.

Time spent for this Time spent so far
8 h 41 h
[Lire]

Camera tracking and first bugfix

Progress is going quicker now, now that all the building blocks are in place. With the component based approach, getting different behaviors by applying carefully new logic that was just written becomes very easy. For instance:

Animated gif showing camera tracking of moving player vehicle and minimap support - collisions not working yet

Added a tracking component to get game objects tracking each other

Apply it to the cameras, and you get a basic third person view working and a minimap!

Now the question is how to add collision handling…

Time spent for this Time spent so far
8 h 33 h

Adding movements, getting first bugs

Now I can start working on the engine itself!

Animated gif showing moving player vehicle and spawned enemies - Movement, no camera tracking, broken mini map

Added support for player vehicle movement and "enemy" models, but cameras don't follow and minimap camera is now broken

One step forward, two steps backwards...

It does feel good to start seeing stuff move around. The broken rendering on the minimap is strange but I haven’t looked at it yet, so probably nothing to be worried about?

Time spent for this Time spent so far
5 h 25 h

First gitpush, two viewports and a spaceship!

This is my first post, how exciting! Here is where the project is at (initial push to GitLab):

Image showing initial progress of GameProject - Two viewports showing a static model of a spaceship in raw color, from the same angle

Two viewports showing a static scene from the same angle

You have to start somewhere...

Time spent for this Time spent so far
20 h 20 h
[Lire]

A propos de ce site

Ce site montre le travail que j’ai fait durant mon temps libre sur mon propre moteur de jeu et fourni des informations tel que:

  • Du contenu multimedia pour visualiser le progres fait au fur et a mesure
  • Une chronologie ainsi que la duree approximative de realisation des taches
  • Des commentaires supplementaires pour fournir du contexte sur ce qui a ete accompli
[Lire]