-Modified camera class so that mouse circles around ball when tracking.
-Set 'q' to give impulse to ball in the direction that the camera is pointing when tracking.
-Implemented multiple player support
-Implemented on-screen text display
-Obtained sounds from Supafly
-Commented most of the header files and some of the larger implementation files
-Play tested the game a lot
-Worked with Brad on gameplay issues
-Improved the camera somewhat
2.29.04
Helped design the framework of the game
Set up wiki for project 2
3.01.04
Implemented vertex and edge collisions
3.04.04
Patched up vertex and edge collisions
Began laying groundwork for iterative collision detection
3.10.04
Started work on input loading functionality
Began learning the use of Milk Shape
Designed clown face with too many vertices
3.11.04
Designed clown face version 2 using many fewer vertices
Wrote a file conversion program to take milkshape output and put into the loader's format
3.12.04-3.21.04
Designed a sword, putter, crossbones, and tree model
3.26.04
Designed the pirate ship displayed in the pirate demo
Wrote a file converter for ASCII files to text files we can actually use
Colorized and textured some of my old models
- Designed and wrote the overall class structure for the game.
- Wrote a timer class.
- Wrote the interface to the collision demo
- Stubbed out the non-collision classes
- Began massive structural overhaul (specific changes as follows)
- Relegated face storage to the world class and gave surfaces pointers into this array
- Made the world a singleton class
- Pulled the edge and face classes out of the surface class and made them public
- Entirely removed the edge class
- Created a function testSurface that tests all triangles in a surface for a collision
- Began experimenting with storing triangle neighbors
- Completed neighbor functionality
- Wrote functions to generate normals for collisions dependent on these neighbors
- Began testing of standardized collision tests
- By consequence of this test, helped debug standardized face collisions
- Aided in debugging standard edge collisions
- Introduced fudge factors into our collision detection to correct for floating point error
- Added a member to keep track of the current frame (never know when this might be handy)
- Created the DOT test
- More tinkering with fudge factors in our collision model to eliminate missed collisions
- Helped squash bug detected by the DOT test (related to face collision)
- Created the Paraboloid test (trying to think of a better acronym)