Tanuk is a game in development for mobile platforms in which you control a tanuki (Japanese racoon dog) by firing barrel to barrel while avoiding various obstacles. The game will feature 3 different environments with 10 levels each. Feature physics controlled objects to either avoid or aid in your journey through the level.
I'm interested to see what other's use when planning a big project such as a game or game engine.
I've used StarUML and find it somewhat cumbersome. Going through each class writing variable and method names all of which I will actually be doing when writing code. Often times I will decide to make changes while writing my code and have to go back into it to make changes to the diagram.
I've heard some people recommend XMind which I have used as well but I find that as more of just a way to map ideas for a game and doesn't seem to help when planning the actual code structure and design of your game.
My tried and true method though somewhat unorganized is a notebook. I usually buy a new notepad when I start a new project and just start drawing my classes with arrows write some method/variable names. I have arrows pointing everywhere and notes on the edges of my paper.
Does anyone use any methods that are more organized than a notebook yet less cumbersome than an actual UML diagram?
I've been putting this bug off for a while now but it is finally starting to get to me. For some reason my camera always targets the -z axis even if I call my SetViewLookAt method to set it to point down the +z axis. The rendering is all done in DX11 with an idendity world matrix. The model I test it with is placed at Vector zero and is not offset in anyway.
Below is my camera.cpp which I'm thinking where the bug is . Does anyone notice anything wrong with it?