Thursday, November 18, 2010

Beginning of our last sprint to playable demo!

For today, I continued to add onto the collision detection. Since new types of weapons and objects are added, I've been adding onto the collision detection so the new objects can have interaction between other objects. When I first implemented the collision detection, we simply had a list of entities and from that list, I specifically only had asteroids. As more objects were created and I went from a naive implementation to a more optimized collision detection separating our space into 8 distinct quadrants, I began building individual lists for types of objects. Space objects would be in its own list, ships would be in its own list, pods, and now lasers. These lists improve on performance since I don't have to iterate over everything since all objects derive from entities, but rather, loop over the list of ships and pods if I wanted to check if any pods collided with any ships. So for this sprint, I began creating code for the laser list and its behaviors against other types of objects. For the next time, I have been assigned new tasks for the new sprints, My tasks are implementing a backend system to transform object's 3D location into a 2D format, and with that 2D format, I can then translate that location relative to the playership and display it in a radar.

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