I droped the physic stuff.
No, not because I would not be able to do it, but because its not worth the effort.
Just yesterday I created my second way of tracking physics (using energy instead of mumentum), but I was confronted with some bugs, like the one where the sphere suddenly started orbiting the cube (something that I tried to skriped for astroids, but didn't manage ...). And so I stoped it.
I plan to focus more on the actuall game then the tools all around.
And the next thing that is on my path is the implementation of space stations in my game.
I already made one centuries ago, but I don't like the style of it anymore. The new are build out of many little modules (like the actuall space stations are).
I spend the last day building those moduls, or parts, in blender. I also assembled the first few, but I still now sure about how they'll look, you know, where to place this airgas tank, where the container modul, etc.
And I also finaly made some researches in the scale of .fbx and .x file in XNA.
I discovered that .x files got a 1 to 1 porting from blender to XNA, but .fbx on the other hand got a 1 to 100 porting form blender to XNA.
It always was confusing when I made a new model, but coun't just implent it into my game, because it suddenly got the scale of the whole skysphere ...
At the same time, I made just a little test, wher I tried how close the XNA camer could come a mesh before it cuts thought the surface. 0.5 XNA Units was the first value that I tried and it worked for me, so I'll stay there.
I may could even go a little bit closer, but I don't have to.
So that was it today. I'll have another look into the stations tomorrow. So long and thanks for reading todays post.
;)
Greg the Mad
Thursday, March 6, 2008
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