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- Added support for most image types to texture handler
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- Added support for most image types to texture handler. Also, image loading is completely platform independent (including endian differences)
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- Toned down car rolling with physics and made the tires stick to the ground to give the impression of shocks <- could use a little tuning
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- Toned down car sideways rolling and made the tires stick to the ground to give the impression of shocks <- could use a little tuning
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- Although I got a particle system off nehe, it didn't work right for our setup and I wanted it to be a class, so I ended up rewriting most of it.
- Restructured CollisionHandler to simplify collision detection. Basically we're not as paranoid / accurate now as we were with the golf-ball, but the inaccuracies should be barely noticed, especially with fast gameplay.
- Updated parser to handle specification of an arbitrary number of checkpoints
- GameMemento detects when all the checkpoints have been collected
- The particle system works in 2d, so I fixed it up so it always faces towards the camera. Also, its texturing seems to require that we disable the depth test to look decent, so I had to create a cutoff at ground level. I will need to do something more eventually to determine if it is actually visible or obscured by something.
- Gave each checkpoint a different random color, although their displaying the same instance of the particle fountain
- Made checkpoints fade out on completion
- Fixed a minor bug in the physics that Ryan and Tim pointed out in which drag while going backwards was actually increasing the speed instead of slowing it.
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