Producer: Zeph
Artist: Nathan
Engineer: Yuntao (Owen)
Engineer: Max (me)
New project, new team!
This time we are creating a 3D game for a lab in the university of utah.
(Quoting Zeph)Our client is a physical therapist working with a project called Treadport. Treadport is pretty much a giant treadmill with three, eight foot screens placed in front and to the sides to help people with recovering spinal injuries learn how to walk again. The technology pretty much allows the patient to walk on the treadmill while being harnessed in so the person can walk through a virtual world on the screens. This helps them recover better as well as keeps the patient motivated to keep wanting to come back to their physical therapy.
This is kind of a challenge since I literally have no 3D game programming experience before, but considering I had no idea what MOAI is a month ago and we still made a pretty nice game, I'm pretty confident that this is not a big deal either. And the fact is things turned out just fine.
As we're using the SCRUM process this month, it's perfect for a different programming approach which I mentioned last week that I want to try. So I discussed the framework with Owen (which is important because we didn't do that on our last prototype and everyone is very vague about what they should do), divided the work and went "solo". Since I'm on a pretty tight schedule, I won't write much detail on the framework for now. Since the simulation is the most important thing, I want to spend most of my time working on improving the graphics. And this means I have to finish most of the game logic this week, thank god I know a few things about modeling, otherwise I would have stuck. Right now this is what I have for the first week :D
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| First Person View |
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| Terrain geometry collision detection |
Velocity = Velocity - Vector3.Multiply(normal, Vector3.Dot(Velocity, normal));
This just simply project the player's velocity on the plane of the triangle. No big deal. As for other objects, since it's too expensive to do the triangle-ray check, I'm using AABB to determine collision with ghosts and other collecting stuff. And it works pretty well for now. I won't put much detail about what I did each day cause I did so much stuff this week that I've already lost count : P
There are still a few tiny things for the game logic and I'll try to finish them at the first half of next week. Jon also mentioned to use an octree or a 3D uniform grid for partitioning the terrain polys so I can do less collision check each frame. That's really something I could dig in if I have extra time.
So much for this week, going sleep now~
-Max






