FSGD Final Project Week 3: Crosse, Ball, and Wwise

In my last post, I said I wanted to get a throw feature (and maybe even a catch feature). I did manage to get the throw feature, but I didn’t manage to get a catch feature. It’s close to working, but I spent a lot of time getting the throw, moving the crosse, and the sound engine that I didn’t have much time to work on throwing and catching. And I barely just got throw working today.

Previously, I ended up wasting a bunch of time trying to move the position of the crosse when it rotated, so that it would actually benefit the player to rotate the crosse in order to try to catch the ball that might be coming from different angles. But I eventually just stopped working on it because it was being a time waster. Instead, I decided to work on throwing the ball. Yet I had a few problems with this before I could actually get it working.

Let’s just say transforms get really messy in regards to parenting and children. I made the ball start out in the crosse’s net, and I made the ball a child of the crosse, so that when the crosse moves, the ball moves. Now, when I hit the middle mouse button, I would want to throw the ball. This involves me detaching the ball from the net by severing their connection, adding a velocity to the ball (Nick incorporated this velocity feature), and doing a little animation on the crosse (rotating the crosse 45 degrees on the X axis). Yet this didn’t work, and the ball would always disappear.

I found out that the ball would go back to its original position, so before I threw it, I had to set its position to the crosse’s. This made it where the ball wouldn’t disappear, and the ball would move forward, but it wouldn’t move forward in the forward direction all the time. So I had to rotate the ball to match the camera’s rotation, get the world of the ball to update the world, and then get the forward axis of the ball. With this forward axis, I would multiply my throw velocity by that, and it would throw in the ball’s forward regardless of rotation.

This managed to suck up a lot of my time unfortunately along with a couple of other things that I didn’t get to finish. But I also got to work on the sound engine for our game when I was waiting on Nick to get a crosse model in.

I tried to follow a tutorial that my teacher provided, but it was out of date. It was for Visual Studio 2013 even though Wwise has been upgraded to handle 2015. So after working on the tutorial that was out of date for 3 hours, my teacher told me to just ignore it and work off of the sample demo that was provided with the SDK.

So I used it for reference along with Wwise’s documentation for integrating Wwise, and I managed to get that done today. Although, it did take me a while because I had so many .lib problems with integrating Wwise to my engine. I won’t go into it, but I did manage to compile and build my project without any errors. I could definitely rewrite that tutorial for Visual Studio 2015 after all the problems I had trying to get Wwise to work.

And now, on my last week of my first month, I’m going to try and get sound incorporated into our game.I’m also helping Sam integrate networking into our engine, so my time will be worn thin this week.