Posted on Thursday 24 June 2021 21:51:32
| 2 minutes
| 234 words
• Other languages: Francais
I realized I haven’t posted it before, but actually the project has dynamic window resizing. I’ve had this feature for a long time (probably from the beginning of the project), but I don’t think I showed it before and it is not trivial to do.
Also, I had to add video support to the Hugo website/blog framework I am using so that it could show videos (the animated gifs were getting too big…).
Posted on Thursday 24 June 2021 21:35:01
| 1 minutes
| 181 words
• Other languages: Francais
After applying the clang-format and beautifying the code yesterday, I couldn’t resist so I ended up reworking the way I store basic 3D object parameters and how they are used to calculate everything.
The main point was that I originally used matrices everywhere to avoid having to deal with casting values or overthinking how to optimise for memory/usage. However, it was inefficient and made things harder to debug.
This was an issue as I wanted to figure out how to solve the incorrect collision I was seeing when various projectiles where going through their targets instead of destroying them.
Therefore, I replaced these global 4X4 matrices used all over the place with translation vectors and rotation matrix (3X3). I was rewarded quite nicely for it because, after changing the type of values for the translation component of the base spatial object class, collision handling started working as expected!