Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views


Sign in to follow this  


Well, got the camera code in there, so now the engine understands triggers with a 'cam_path' node. It looks through all cameras in the level for the specified camera path string to match.

Once it finds them, it sorts the paths by float ordinal, then goes into the camera path input state.

Right now I'm using CatmullRom splines, and just interpolating between position, 'position plus up', and 'position plus at' locations. I know I could use quaternions, but doing it this way was more similar to my path smoothing code which allowed me to re-use code.

I'm also working on a level, where I put a pit, with obligatory shadow-casting fan. The shadows are set to low quality, so it looks blockier than it does in game, plus in game, the fan moves quick enough that it doesn't look blocky anyway...

Yesterday I put in & tested OBJ export, so there is a complete in/out cycle with OBj files. Fixed a bunch of bugs from the dragging code before you loaded a level, to various UI tweaks.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!