Implementation in Helium!
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I’ll give you guys a rerun on whats happened so far. Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result. The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD. Thing is, with this new version nothing looks the same and now we have to connect it all and make sure it looks professional. And if somebody haven’t been reading I am the average Joe. It feels like a chimpanzee understanding how to work a Swiss knife. So my first challenge was to concentrate on getting a state up and running from where I can place the objects in. From here I can declare, initialize, draw and update my objects. My first problem was to understand that all the states inherit from the abstract_game class which basically is the engine. The engine class is just like any class, it initialize everything and connect most of the engine classes to the game specific classes. So problem one solved. After that I had to make sure the state manager has my state, attaches it and then use it as the first one. We now have everything up and running! Now we need to initialize all the objects and the engine systems in order to construct, draw and update the stuff we create ! I’ll leave you guys here I am afraid. Most of the time have been spent looking at the mountain of information, observing and planning my approach. I am not going to even talk about the amount of help I got(shout out for my class mates <3). Good night all and I’ll see you guys after Christmas. Cheers.
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