5/12/2004 8:30pm: Added a first draft of the User's Guide to the wiki.
5/12/2004 12:30am: Fixed a ball reloading bug.
5/11/2004 11:40pm: Hi-score are now written to a file and loaded when the game is started, thus they are persistent.
5/11/2004 11:00pm: Added rudimentary scoreboard. Added new game and ball limit. Added game over.
5/11/2004 5:00pm: Adjusted UI, it should be a bit better now. A work in progress of course.
5/11/2004 11:30am: Tied launcher to controls. There's a small bug that I'm going to try to track down, but it's mostly in there.
5/10/2004 11:00pm: Added lighting effects. Emissive properties determine what color change gets added to an object when hit. BumperMeshes have a limited flash, TargetMeshes toggle on and off.
5/10/2004 10:00pm: Added tilting.
5/10/2004 4:00pm: Fixed material issue.
5/10/2004 3:30pm: Increased text rendering speed. Tweaked camera for better angle.
5/8/2004 4:00pm: Tweaked camera further, so that it starts centered on board, though it could use some more. Camera controls are still in, though sometimes unreponsive for some reason or another. Also, tweaking some of the debug output, so that we can see it and so that it isn't in the way.
5/8/2004 12:30pm: Not exactly sure what caused it, but I seem to have fixed the camera issue for now. Need to work with John to better understand the dimensions of the level so that we can aim the camera better and disable camera movement.
5/5/2004 6:00am: Created a data path for game information to be updated by collisions and also created UI for player. Added scoring infrastructure. Added HoleMesh class, but haven't tested because they aren't in the test level yet. Tweaked lighting a little bit and changed ball material to look more like a pinball.
4/29/2004 4:00am: By popular demand, adjusted lighting. Now levels are correctly, and somewhat effectively lit so that we can see depth to a certain degree. May require some tweaking to get it to look better. On a side note, still waiting on flippers to tie them to controls.
Lighting - can now sort of see depth
Materials - Materials are now stored on a mesh by mesh basis.
Added setMaterial function to Mesh, in effort to avoid changing Mesh constructor
Triangles now use mesh's material when rendering. If no material is defined, then it defaults to our favorite red color. The reason this is done is because I wasn't sure how the flipper special cases were handled. I was sure if they explicitly imported their materials, or if they were indirectly imported with the mesh array. So, the flippers will at least render red when we don't set their materials, so there won't be a fault.
4/27/2004 3:45am: Corrected Dom's crack at rudimentary flipper rotation so that it actually rotates the flipper about the pivot. Flipper's motion still needs to be bounded and its states still need to be detected and saved. But it can now spin in place if we wanted to.
4/26/2004 6:00am: Still problems with responsiveness (timing data output indicates problem in timestep).
More advanced input has been implemented in preparation for flippers. Input now tracks changes in key states. Also, output has been added to display and test this.
Unclear whether lighting/material information is fully imported from file. It appears materials are in fact pulled from the file but the information is not correctly passed into the game's data structures so they can be used during drawing. I think I can fix this but I would prefer to wait until the responsiveness/timestep issues are solved, so as to not step on anyone's toes and to insure that any new variables aren't introduced.
4/25/2004 8:00pm: Level loading finally put in, but program very unresponsive. Still waiting for flippers to get passed to me to tie to input. Added debug output for testing unresponsiveness. Plan to do initial input work and toy with lighting while I wait.
4/19/2004 12:30am: Added CFont class to do text in OpenGL. Also changed the controls to reflect pinball. Lshift & Rshift - flippers, z & / - tilt, space - launcher, n & m - zoom out/in, q & esc - quits.
4/19/2004 11:40pm: Very large update. New control scheme: Q or ESC quits, Left click + mouse moves camera (as before), Z and X zoom out and in, respectively.
Changed main.cpp to Windows app. Converted GLUT based rendering to Windows rendering.
Added Screen singleton class to store Windows-related display data.
Added/converted Controls singleton class to use DirectInput.
Added/adjusted Camera singleton class to reflect addition of Screen and changed Controls.
Added cTimer class to help synchronize rendering and input polling.
4/19/2004 5:00am: Investigating DINPUT, Charlie is currently down, so testing cannot happen on LAC/AC computers as yet. Must wait until this is ready before updating code base.
4/19/2004 4:00am: Fixed compile error in Mesh.cpp. Changed pre-processors in includes. Added GameManager and Player classes.
4/17/2004 8:00pm: Setup CVS repository at /cs/cs121/2004/spring/proj3/Team5/CVS/src
Set CVSROOT to /cs/cs121/2004/spring/proj3/Team5/CVS
4/17/2004 4:20am: Uploaded draft of portion of design document (Overview, Story, Risk Analysis)