So, it is decision time - how will I go about making levels… Three level choices, as I see it :
1) Build my own level editor, build an importer, generate the levels
2) Use Blender to build the scene, export all the meshes, export the scene to dotscene format and bring it in that way, using the generic Ogre scene manager
3) Use Blender to build the scene, export all the meshes, export the scene to dotscene format, then import it to octree and bring it in using the Ogre octree scene manager
My understanding is that 3 has speed advantages. Don’t really understand it all yet. More research needed. Probably NOT going to do 1, though - It’d be doable, particularly if I limited myself to rectangular, perpendicular rooms, but it’d be nice to be able to NOT limit myself that way.
More reading, more research.
When we last left our hero (ie, me), he had just figured out WHEN collisions happened, but wasn’t yet DOING anything about them. Well, that all changed tonight. I conjured up some walls and a ceiling, threw in some more space-stationy textures (though the ninja is still there - ah, well. He’s a space ninja, I guess) and forged on with collisions.
Things went pretty much bang on to plan - I abstracted out game objects in a class called devilItem, created a manager class called devilItemManager and let that track the movement of the player. When a collision happens, the collision listener sends a message to the devilItemManager which sends the appropriate message to the devilItem, which then reverses the last movement. Since the movements are so small and the updates so often and the boundary boxes (which trigger the detection) are ahead of the camera, the player camera never runs into the wall.
In the pic, you can see the new textures, which need work - their scale isn’t right. The white box is the boundary box for the player - I have it on during testing, but in the game it’ll be invisible.
Next up, I need to be able to generate rooms from a definition file. That way I can build some places to walk around - this particular room really only has the two visible sides - that’s probably not a great idea in space
A four walled square room is fairly trivial, but adding portholes, doors, openings and non-rectangular rooms will be necessary.
After that, clickable objects.
