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Finished final code, wrote up the Final report and Final presentation, died of sleep deprivation.

-- MattReynolds - 17 Dec 2004

Fixed some hacks for the sky texture rotation.

-- MattReynolds - 13 Nov 2004

Moved HUD sprites, changed PB collisions, stopped balls from falling through the floor when you push them.

-- MattReynolds - 13 Nov 2004

player can now slide along walls when moving

-- MattReynolds - 12 Nov 2004

changed gluPerspective so the window is resized properly

-- MattReynolds - 11 Dec 2004

Fixed pickup and throwing of balls, enlarged the arena again, added better arena textures (colors!)

-- MattReynolds - 09 Dec 2004

Reworked collisions some more so they work for the most part, added ball pickup

-- MattReynolds - 06 Dec 2004

Added BP and PL collisions with a nasty hack (it does all collisions in 2d)

-- MattReynolds - 02 Dec 2004

Added NeHe?-specific classes and divided up NeHePhysicsEngine? into several classes in NeHeCollision?. Doesn't work yet, but it's getting there.

-- MattReynolds - 28 Nov 2004

Threw out the old collision code (not fast enough) and moved over to a system based on NeHe?'s collision detection tutorial. BP collisions work but BB is still buggy. Still need to add BT collisions.

-- MattReynolds - 20 Nov 2004

Revamped collisions so that we now inherit from an abstract Collision class. Currently we only check for BT collisions.

-- MattReynolds - 18 Nov 2004

Added some more physics features, like ball stopping and firing, and positioned the ball's spawn point at the end of Lara's gun.

LATER: Enlarged the arena, tweaked gravity, damping, and friction to make it more realistic.

-- MattReynolds - 13 Nov 2004

I modified the physics code from our golf game so it's in its own class (PhysicsEngine?), and I fixed Ball-Level collisions so they work now.

-- MattReynolds - 12 Nov 2004

Added the arena classes, which loads in a file from the Release directory (to be changed later...) and added a draw function for TriangleList? which lets me load and draw a small cube. The arena class will eventually represent the walls and obstacles that restrict the player, as well as the graphical aspects of the environment.

-- MattReynolds - 09 Nov 2004

Started by creating a new source directory in Project 2 so we can start working on Project 3 while we're sorting out our CVS issues. To get us started, I removed most of the classes/code specific to our golf game so we have something that compiles. I also went ahead and changed some more classes to singletons since we'll probably need that functionality later on.

-- MattReynolds - 05 Nov 2004

Tomorrow our final presentation is due tomorrow, with nicely commented code and documentation. We met to put it together.

I helped Aaron comment some of the code, and also wrote up the Final Report, User Guide, and created the PowerPoint? slides for the presentation. I also created our nifty moon logo, and developed the "storyline" for our game.

-- MattReynolds - 01 Nov 2004

Version 1 is due today. We met last night to put it together.

I added some little tweaks only visible in wireframe mode for debugging purposes.

LATER: sigh... dumb edge collision... ok, it works now

I also modified the camera a bit so it moves more smoothly.

LATER: I positioned the course and loop on the terrain.

-- MattReynolds - 28 Oct 2004

I tweaked the friction/damping/gravity/stopping code so that the ball doesn't bounce around like it used to.

-- MattReynolds - 27 Oct 2004

I added the GolfBall? and GolfClub? classes to our project from the code provided on the class webpage.

Also, we now have friction, which works basically the same as damping.

LATER: The club is now able to swing. I'm leaving this for someone else to integrate with the power bar, etc.

-- MattReynolds - 24 Oct 2004

I cleaned up the code in collision.cpp and triangle.cpp to make them cleaner and easier to debug, since they are causing us so much grief. This actually involved a lot of rewriting of code, but the underlying structure is still the same.

I also added BallList?, TriangleList?, and CollisionList? to allow us to have new methods associated with what were previously just vectors.

LATER: I wrote a little C program to make us a loop-the-loop. It seems to work fine so far. It is included in our test cases as Secret Test Case #13.

-- MattReynolds - 22 Oct 2004

We met tonight to put together the final Prototype III.

I fixed some problems with collision response for edges and vertices, so it should work fine now.

I also added transparency and lighting so I can see the angles and slopes in my newest test cases. We can also now use PgUp? and PgDn? to move up and down in our world.

LATER: I added damping and gravity. This seems to be working fine for rolling so far...

LATER AGAIN: Ok, maybe not... NOW it should work fine. I fixed a problem in game_idle where we were not calculating all the collisions in the path of the ball.

-- MattReynolds - 21 Oct 2004

I modified the camera code to allow a "ball-chase" mode when the right-mouse button is down. It's a bit of a hack, but we can clean it up later.

I also cleaned up the menu code a bit and made it more user-friendly. Aaron and I added support for other primitive types (ie Cubes and Quads) from the text file instead of just Balls and Tris. This should make level design easier.

-- MattReynolds - 20 Oct 2004

I developed some test cases to test the evolving collision code. Currently only the face collision tests work.

-- MattReynolds - 19 Oct 2004

I worked on adding a Glut menu system to allow us to access test cases while our prototype is running. I also added the ability to detect collisions between multiple balls and multiple triangles (ball-ball collisions not detected).

LATER: I ditched the Glut menu code because the callback functions don't work with our current code. Instead, I made a console-based menu system in the World class that uses a finite state machine-type structure to move between menus.

-- MattReynolds - 18 Oct 2004

Prototype II due today. Our stuff doesn't work perfectly yet (we still have collision detection issues) but we will definitely have these fixed by the end of fall break.

-- MattReynolds - 14 Oct 2004

We met today to put together prototype 1. I worked on the graphics with mark, and after we got that working I helped debug the edge collision detection.

-- MattReynolds - 06 Oct 2004

We met briefly after class today to divide up work for project 2 prototype 1. I volunteered to make the vertex collision function.

Later, I wrote the code as well as some other classes to represent the Ball and Triangle. I uploaded the code to the Wiki so that Mark and Aaron could use it or add their functions to it.

-- MattReynolds - 01 Oct 2004

Documentation meeting.

I added the last-minute changes to the Wiki, including producing the TitleAbstract and ProjectStatement sections, and finalizing the ProjectMilestones section. I also discussed the details of our presentation, final report, and user guide with Mark and Aaron.

-- MattReynolds - 27 Sep 2004

Last minute changes.

I modified the Game Over text before class to make it more accurate.

-- MattReynolds - 23 Sep 2004

Pre-code freeze meeting.

I fixed the smoke code so it produces fewer smoke puffs, and thus consumes fewer resources.

I also added code to modify the fire sprite radius as a function of the fire health, so it visibly grows as the health increases. This also solves problems we had with the water not being able to reach the fire because it was quickly oscillating between two "sizes."

Then, at the meeting Aaron and I combined our code and the additions we'd made over the past hour or so. We have had problems with CVS so we had to do the additions manually, but since we had both agreed to work on different aspects (Aaron worked on placing the fires and adding the code to spread fire between windows) this was fairly easy.

I also added some water gauges with 7 different levels from "empty" to "full" to show the player how much water he has left. I also created the graphics for these gauges.

-- MattReynolds - 22 Sep 2004

I added some smoke effects to the fires. Unfortunately, at this point it is too resource consuming to run on my computer (it may run better on the LAC computers though).

-- MattReynolds - 21 Sep 2004

Pre-prototype coding meeting.

During this meeting we finalized our goals for the first prototype and then accomplished as much as we could. We wanted to develop as much of a complete game as possible, so this meant implementing all the main use cases. We decided to leave minor things like graphical enhancements and game balancing for the final version.

I worked on the water stream some more, specifically its interaction with the fires. I also added health to the fire and updated the collide methods for both fire and water.

-- MattReynolds - 15 Sep 2004

First team coding meeting.

Aaron and Mark have already looked over the code a bit and made some modifications to make it easier to develop the game.

I volunteered to handle the coding and art for the water streams and the art for most of the rest of the project.

I worked with their code after the meeting and finished a simple prototype that allowed shooting water and killing fire. I also modified the concept art to make it into a useable background, and created art for the cursor (a hose nozzle) and water (a light blue circle). I designed the water to shoot sprites with varying radiuses since this produced a more realistic stream.

I also drew some fire sprites that could be used for an animated fire sprite.

-- MattReynolds - 13 Sep 2004

Met to develop project 1 concept presentation and write up the game spec.

I drew up some concept art for the game, including the background, the firefighters, the water stream, the fires, and smoke. This was used in our presentation.

-- MattReynolds - 8 Sep 2004

Met to discuss project 1 concept and arcade game stuff.

-- MattReynolds - 5 Sep 2004

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Revision r1.7 - 17 Dec 2004 - 07:57 GMT - MattReynolds
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