Activity
From 12 January 2010 to 10 February 2010
09 February 2010
- 21:04 Revision 95: Updated certain Areas, and cleaned up code slightly.
- Updated certain Areas, and cleaned up code slightly.
- 15:38 Revision 94: Correct errors of linux compiler Add 'include/Events' in includes of SConstruct
- Correct errors of linux compiler Add 'include/Events' in includes of SConstruct
08 February 2010
- 22:09 Revision 93
- 21:40 Revision 92: New physic controller for the character. Implement a basic jump function. The kinema...
- New physic controller for the character. Implement a basic jump function. The kinematic controller has a bad physic need to see how to fix that.
04 February 2010
- 20:18 Revision 91: Rename noobish name MyDebugDraw to BulletDebugDraw (need someone to check if i made ...
- Rename noobish name MyDebugDraw to BulletDebugDraw (need someone to check if i made all changes needed) Add the Physic controller class to control a character. Next step, implementation in the character class.
24 January 2010
- 14:15 Revision 90: Fixed Debug Code(Not fully Implemented!) Missing Enum DebugDrawMode. Removed use of...
- Fixed Debug Code(Not fully Implemented!) Missing Enum DebugDrawMode. Removed use of Printf. MyDebugDraw.cpp should only call 1 header file. Other header files should be in MyDebugDraw.h! If your going to do a straight Copy And Paste of Someones ...
22 January 2010
- 17:45 Revision 89: Added debug draw class for bullet, now we can draw everything about physics stuff. T...
- Added debug draw class for bullet, now we can draw everything about physics stuff. To disable it comment the #define DEBUGPHX at the top of the file EnvironmentManager.h
21 January 2010
- 11:50 Revision 88: Restructured Event System.
- Restructured Event System.
20 January 2010
- 19:24 Revision 87: Implemented Basic Event Manager. Bassed on Ross Kilgariff's Manager.
- Implemented Basic Event Manager. Bassed on Ross Kilgariff's Manager.
- 17:11 Revision 86: Changed all Managers static maps to non static variables
- Changed all Managers static maps to non static variables
17 January 2010
- 13:41 Revision 85: Fixed a slight skybox problem.
- Fixed a slight skybox problem.
- 03:09 Revision 84: Fixed bug that caused Fast Moving objects to miss Collision
- Fixed bug that caused Fast Moving objects to miss Collision
- 02:31 Revision 83: Enabled Vertical Sync, to prevent Screen Tearing.
- Enabled Vertical Sync, to prevent Screen Tearing.
- 02:11 Revision 82: Removed -g to reduce code size
- Removed -g to reduce code size
- 01:37 Revision 81: Added in Comments
- Added in Comments
16 January 2010
- 16:27 Revision 80: Cleaned up the comments a little.
- Cleaned up the comments a little.
15 January 2010
- 21:54 Revision 79: Removed VsProject
- Removed VsProject
- 19:42 Revision 78: I can't send it on the forum
- I can't send it on the forum
- 15:00 Revision 77: Modified the skybox so the textures look right
- Modified the skybox so the textures look right
- 12:42 Revision 76: Player controls now work. Player can move in all direction Press multiple keys and w...
- Player controls now work. Player can move in all direction Press multiple keys and wont stop suddenly.
- 12:03 Revision 75: Implemented a skybox.
- Implemented a skybox.
- 06:12 Revision 74: Implemented basic GL_LIGHT.
- Implemented basic GL_LIGHT.
- 03:04 Revision 73: Modified EnvironmentManager, loadSound now has source and target from soundStruct. A...
- Modified EnvironmentManager, loadSound now has source and target from soundStruct. Added in new SoundEntities, one for the penguin and one for the background music.
- 01:15 Revision 72: Fixed Player controls slightly. Still need to implement 2nd buffer for Release keys.
- Fixed Player controls slightly. Still need to implement 2nd buffer for Release keys.
14 January 2010
- 21:14 Revision 71
- 20:23 Revision 70: Upgrade of the movement
- Upgrade of the movement
- 18:41 Revision 69: The character moves are now forces applied to it rather than translations, which see...
- The character moves are now forces applied to it rather than translations, which seems to have solved the problem of going through walls. The character can also jump, but it needs to be limited in heights. It sometimes get stuck, maybe because of ...
- 00:18 Revision 68: Implemented Rigid Bodies for Objects & Player Characters. The player can move around...
- Implemented Rigid Bodies for Objects & Player Characters. The player can move around and bump into the entire level. Though if you push enough he will force his way through.. Possibly can be fixed using a CharacterController to set what happens wh...
13 January 2010
- 11:41 Revision 67: I found a new way to create the physic body of a LevelArea and it works great. Thank...
- I found a new way to create the physic body of a LevelArea and it works great. Thanks to this method it should be less laggy too.
12 January 2010
- 17:37 Revision 66: Cleaned up useless stuff in Geomobject and Ase.
- Cleaned up useless stuff in Geomobject and Ase.
- 17:11 Revision 65: Cleaned up Ase, removed now useless MaterialAseStandard and Multi and MapAse.
- Cleaned up Ase, removed now useless MaterialAseStandard and Multi and MapAse.
- 16:39 Revision 64: Missing files
- Missing files
- 15:34 Revision 63: Messy implementation of the physic library (i will clean up later). I tried my own w...
- Messy implementation of the physic library (i will clean up later). I tried my own way to create the physics, so now collision are working but I will upgrade creation of BBox on meshes. Now looking to do the same with the character.
- 14:28 Revision 62: A few basic optimisations to keep Frame Rate above 50Hz
- A few basic optimisations to keep Frame Rate above 50Hz
- 13:39 Revision 61: Player now uses faster more effecient Control Buffer. Instead of the std::vector tha...
- Player now uses faster more effecient Control Buffer. Instead of the std::vector that caused major frameRate drops when clearing it.
- 13:06 Revision 60: Implemented basic FrameRate reader. Changed ElapsedTime to Reset Clock. md5anim was ...
- Implemented basic FrameRate reader. Changed ElapsedTime to Reset Clock. md5anim was modified to take into account for the Reset().
Also available in: Atom