
Lit particles :) Middle emitter is partially influenced by both light-sources. Currently updated per-frame. May be able to set static/dynamic setting depending on both particle importance, location and the performance cost of doing per-frame composite light calculations.
Dude, lovely!
BeantwoordenVerwijderenHows the slomo update coming along?
Made some changes to the particles class-design, and the mini smokeplume is using a timer based spawn system now. Works nicely with the slo-mo effect.
BeantwoordenVerwijderenI made the first steps to Jitter integration yesterday, the worst part is we need a completely new character controller. It'll take some additional time to get the prototype together, but the Monday deadline is still manageable.
I believe to have figured out how we can create and manage the LevelMesh. a quick rundown:
- Create the model in Max. Split it into meshes (per room / logical part) and export as one model.
- In the engine we split it up into several SceneObjects (one per mesh) and let Sunburn decide which rooms to draw etc. The collision mesh is fed to the Jitter physics manager to manage the triangle collision.
Sounds pretty straight forward!
BeantwoordenVerwijderenGood luck piecing it together! I hate not having a decent PC at home anymore :s
If you're looking for a task without your PC, you could start digging around for a way to manage our sounds/music. If we're able to stick with SoundEffects or need XACT etc.
BeantwoordenVerwijderenXACT has some things in favor and against it, sadly. I don't think there's one really good way to do audio, but I believe Core Engine had some good audio support built in (by you!) already.
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