-- ColeRottweiler - 11 Nov 2004
10 Nov 2004
Andrew Garrison
UML diagram
Design class structure
Justin Guerber
Prototype scheduling
Design class structure
First powerpoint presentation
Cole Rottweiler
Prototype scheduling
Design class structure
-- AndrewGarrison - 18 Nov 2004
16 Nov 2004
Andrew Garrison
Extensive detailing of implementation
Began to develop basic framework
Read Novodex manual
Cole Rottweiler
Extensive detailing of implementation
Began to develop basic framework
Read Novodex manual
17-18 Nov 2004
Andrew Garrison
Implemented teams
Implemented player handler
Implemented physics
Justin Guerber
Successfully incorporated Novodex
Set up CVS
Implemented basic player
Researched Novodex/Milkshape interaction
Cole Rottweiler
Successfully incorporated Novodex
Implemented lights
Implemented camera
Implemented physics
Added firing to prototype 1
-- AndrewGarrison - 19 Nov 2004
19 Nov 2004
Andrew Garrison
Setup doxygen
Commented player handler and team files for doxygen
Designed camera handler & individual cameras
Cole Rottweiler
Created camera abstract base class
Created individual cameras
Designed camera handler
Implemented camera handler
Merged new camera code with program
20 Nov 2004
Cole Rottweiler
Worked on player movement
Debugged player and team handlers
Added at least basic functionality specific to each kind of camera
Added ray casting to the physics handler
23 Nov 2004
Cole Rottweiler
Continued working on cameras. Updated constructors and added basic hotkeys to main.
Andrew Garrison
Added health
Fixed various team/playerhandler bugs
Added weapon and bullet base classes and added player weapon inventory (as of yet no weapons)
Added names and name searches to players and teams
Fixed a bunch of playerhandler/team/player related memory leaks
25 Nov 2004
Cole Rottweiler
Added a keyboard handler that takes all input from main and allows other classes to poll it.
Updated all classes that take keyboard input to use the keyboard handler.
Debugged player handler and team code.
Updated player constructor and added multi-player support.
29 Nov 2004
Justin Guerber
Finished setting up modeling structure with Novodex
Debugged modeling structure - got models to draw, but not do collision detection
Researched how to represent terrain
Wrote design review presentation
Andrew Garrison
Wrote design review presentation
Cole Rottweiler
Wrote design review presentation
1 Dec 2004
Cole Rottweiler
Added a singleton mouse handler, similar to the keyboard handler.
Added active camera to teh camera handler class. Removed all current cam info from the world, so now all camera operations are conducted through the camera handler.
Modified the camera handler to poll the keyboard and mouse handlers and update the current camera accordingly.
Improved mouse controls of first person, third person, and birds eye cameras.
Changed player mouse controls to mouse-turn and keyboard strafe.
Added stencil buffer code for shadows.
The player handler is now in charge of making sure the active cam in the camera handler is the correct player cam (first or third person) (when the user switches between the two).
Andrew Garrison
Made a better implementation of hover, so there are now three stages of hover based on the distance from the ground, better overall hover behavior, and the hovering player now automatically rights itself when it is off axis
2 Dec 2004
Cole Rottweiler
Improved mouse controls on first person, third person, and birds eye cameras.
Extended functionality of keyboard handler to (hopefully) increase efficiency.
Removed shadow code from world (now that we have terrain).
The first person camera now returns it's correct direction.
Began making timer class.
Began making a crosshair (orthographically projected).
Andrew Garrison
Improved hover even more
Added machine gun weapon that uses ray casting to determine hits
Added other general functionality to weapons
Noted that playerhandler and weapons still need to be debugged (I'll do this later)
Changed playerhandler loop so that all players now hover
4 Dec 2004
Cole Rottweiler
Fixed timer code. You now register callbacks with the timer and a tick length that specifies the amount of pause between calls to the functions.
The timer requires the callbacks to have return type void and take one double. The double is the actual amount of time between ticks, which at least the physics handler uses for a more accurate simulation.
5 Dec 2004
Justin Guerber
Got terrain height-mapping to work.
Debugged collision detection with triangle meshes in Novodex (now works fine).
Created preliminary alpha-test model for the player.
Implemented novodex debug support for meshes in the graphical view.
Cole Rottweiler
Studied contact callbacks and triggers in Novodex.
Helped design the weapon collision-damage system.
Andrew Garrison
Changed hover so that there is now a single case of behavior instead of three different ones, just made maximum forces that are added instead of setting different forces in different zones. This looks a lot better!
Added projectile handler
Created projectile weapons, currently don't explode or get removed from the scene or deal damage though.
8 Dec 2004
Cole Rottweiler
Added identification code to the cameras.
Fixed crosshair orthographics problem. Crosshair now works as desired (minimal functionality).
Fixed player third person mode weapon power-up bug.
Fixed player camera bug. Players switch between turns smoothly now.
Removed static bullet tracing from matchine gun and replaced it with prototype "tracer bullets."
Cleaned out main. Removed all timer code. Idle func now calls the world's checkTick function.
Changed the timer class form a singleton to a normal class. A timer now only times one thing at a time.
Fixed crosshairs (only draw in fpm).
Fixed raycasting problem in player (ray direction wasn't normalized).
Note: since we aren't clearing the left click out of the mouse handler, all ten machine gun shots are being fired with one click. Fix this.
Fixed tp weapon power-up bug.
Justin Guerber
Converted from console to win32 application
Converted from glut to directinput (mouse and keyboard)
Created alpha test map and revamped terrain class
Modified milkshape model class to support height map terrains for novodex
Added a print function to debugger class
Andrew Garrison
Put in some minor changes like wireframe, ray casting normalization checks, etc.
Players can now switch weapons
Added power up functionality - hold down mouse button to power up powerable weapons and let go to fire
Fixed some bugs in the player and team removal code
Playerhandler now cheack to see if the game is over by looking at the number of teams that are alive
09 Dec 2004
Cole Rottweiler
Added states into the new main (win32 with direct input version).
Fixed some mouse movement bugs in the player handler (movement inversions).
Added an overlay class to draw the HUD.
Fiddled with overlay appearance.
Disable depth testing while drawing overlay.
Added functions to the weapons to get their names and other info.
Andrew Garrison
Added Novodex contacts
Explodable objects explode - do damage and get deleter from the scene and game - when they hit something
Added a Collidable base class from which players, terrain, and bullets all inherit
Projectiles do damage and players take damage
Completely tore apart and rebuilt the playerhandler loop
Machine gun does more damage
Game doesn't segfault when the game is over!
11 Dec 2004
Andrew Garrison
Overlay now correctly displays ammo
Fixed weapons so that they reload at the beginning of the turn instead of at the end
12 Dec 2004
Andrew Garrison
Added splash damage and splash forces
Remapped some keys - now WASD and K for suicide
Changed various variables to balance play such as bazooka damage turn time
Cleaned up code by taking out hoverUp and hoverDown code (they didn't do anything anymore)
Changed some of the dependencies so that everything now includes common.h (model, milkshapemodel, and terrain were only including nxphysics.h and the like)
15 Dec 2004
Cole Rottweiler
Added debug printing to the overlay class.
The terrain is no longer a singleton.
The world has a skyglobe.
16 Dec 2004
Andrew Garrison
Added shotgun, no visualization of shots though
Added grenades, but uses sphere model (needs to change)
Projectile handler now updates projectiles every update (necessary for grenades)
Deleted more things in destructors - not all memory leaks fixed yet though
17 Dec 2004
Justin Guerber
Debugged models again
Debugged terrain again
Got materials and textures working
Made a new map with new terrain for final release
Made a new model and edited old model for final release
Added object class to terrain for collidable objects not in the heightmap
Consolodated input handlers into inputhandler class
Cleaned up old code and more throroughly documented it
Wrote User's Guide
Wrote Final Report
Cole Rottweiler
Fixed timer in player handler so it doesn't reset after an unpause.
Split up the updating and the drawing in the world.