Big Game Project – Post 3
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The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project. First is the third week. This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode: newPosition = RayCastHit.point + RayCastHit.normal * distance This worked surprisingly well and is the solution used in the final game. Another thing I added this week was splitting the screen based on the number of controllers connected. Finally I created the basic waypoints that made the following things functional:
I will only be adressing the first point in this post about the third week as that was the only thing they were used for at that point. The AI racers are not very good at anything here, they have a LookAt (basic method in Transform for Unity) and then a move forward to go towards the waypoint. With these buttons the process of placing waypoints around the track was done in much less time than placing them out in the world manually would have. (Since this was done when the final version of the track was not yet done and waypoints could not even be placed yet)
That was, from what our SCRUM document along with what my memory says, the major things that were added on the third week of production, up next is week four. |