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. Continue reading “FSGD Final Project Week 3: Crosse, Ball, and Wwise”
Category: Final Project
FSGD Final Project Week 2: Transform, Camera, and Crosse
This week I wanted to start to have the crosse (the stick in lacrosse) be attached to the camera as well as be able to rotate based on player input. I think I’ve finally managed to succeed with that; however, it took me a long time to do so, and it needs a lot of tweaking.
Continue reading “FSGD Final Project Week 2: Transform, Camera, and Crosse”
FSGD Final Project Week 1: Renderer, Components, and Resource Manager
What’s up everyone. I told you I’d be doing posts! Luckily for you and me, I actually have to do this for my class. It’s a grade. My group and I all have to do individual, weekly posts. I will be posting these posts on that site as well as this site. If you want to see my other team member’s posts, click here.
Like I said in my last post talking about RTA, I tried to create some initial architecture for my engine even though I mainly created the renderer portion of the engine. It could do smooth skinned animations, blending, and some other things. I tried my best to make it where I could easily make a game engine out of all the code I had from RTA, but I still had to do some things to get it up to the point where I could use it in a game engine. That’s what I did during my first week of working on the Extinguish engine.
Continue reading “FSGD Final Project Week 1: Renderer, Components, and Resource Manager”
Full Sail Game Development: Real Time Animation
So I’m in the month before my final months, where I will be working on my final project at Full Sail. This month is really interesting because I’m practically making the basic structure of my game engine. Continue reading “Full Sail Game Development: Real Time Animation”